If you don't encounter them very often, you might as well drop it, and if you actually need it once in a blue moon, you can spend a fate point to get it as a temporary upgrade.
I've created a defensive power for one of the players in my pbp game, you might be interested in:
The Lord is my shepherd [-1]
Description: As a fighter for the good cause, you are protected by your faith when facing dangers greater than yourself.
Skills affected: none, really
I shall not waver: You may spend a fate point to grant you armor:2 for a scene. This armor can only reduce additional* damage from supernatural sources (eliminating claws and strength powers for the most part, you know: the nasty stuff).
He restores my soul: If you need to take a mental consequence, you may take 1 more shift off the attack than the consequence is usually worth (for example a mild consequence would be worth 3 shifts instead of 2).
*additional means, that it can take away the stress that for example claws would add to an attack. Claws+inhuman strength would add 4 shifts of stress to an attack, with this armor active, it only adds 2. If there is no additional stress from supernatural sources, the armor does nothing. It would not, for example, work against the extra stress a regular old weapon would add to an attack. It also does not work against the surplus of an attack roll. Still good against a lot of bad guys, I think.