Many monsters are surpassingly difficult to kill. They have thick, scaly hides, chitinous carapaces, or stone-like skin in addition to their great size, speed, and strength. Special weapons or circumstances are often required to harm to them at all. A Beast with this Atavism stands apart from normal humans, especially under close investigation. He has walked away from car crashes without a scratch and has never broken a bone in his life.
Armor from this Atavism is cumulative with mundane sources of armor and the Iron Skin Merit.
Dice Pool: N/A
Action: Persistent or reflexive (Satiety expenditure)
Normal Effect: The Beast has a 3/2 general armor rating at all times. The effect is not obvious; he looks normal, but knives skitter off of his skin and punches never faze him the way they would an ordinary man. As part of him, this armor provides full body protection.
Furthermore, the Beast’s bones cannot be broken, rendering him immune to the Arm and Leg Wrack Tilts. His ability to lift and hold onto things is not affected, but his limbs can withstand incredible punishment without being dislocated or severed. He could effectively bar a door with his own arm, for example.
Low Satiety: It is a subtle change, but the Beast’s skin seems more leathery or weathered than usual, often with scaly patches, discolorations, or the white ghosts of old scars in ugly crisscrossing patterns. His armor rating increases to 4/3. Furthermore, he does not suffer bashing damage if his armor reduces a lethal attack to zero damage (see Armor, p. 169). The Beast simply shakes it off and keeps moving.
Satiety Expenditure: The Beast’s skin dramatically toughens as he draws the Horror into his flesh, steeling himself against petty human weaponry. Attacks from firearms and melee weapons inflict bashing damage to him for the rest of the scene. Unarmed attacks and other sources of bashing damage are negated entirely. His armor (still 4/3) applies to aggravated damage attacks.