Structural Points
To break or blast through any material requires that a minimum amount of damage equal to the Structural Rating of the substance be achieved. If successful, all damage inflicted counts against the material; if not, the shot has no effect. A bodily-impact attack (fists, body, ram, etc.) which bounces off requires the attacker to take damage equal to 1/2 the points he did inflict. Invulnerability, Armor, Rolling with the Punch, etc. all apply. A character can attack physically without risking self-injury by trying to bend/push/pull/etc. (i.e., no impact), but this method cuts the effective damage inflicted by one-half.
When damaged, a substance's Structural Rating indicates its Hit Points per cubic foot; the damage inflicted equals the number of Hit Points worth of substance wich are reduced to powder/shards/splinters/etc. In most cases, attacks will knock out great chunks of substance as well: the GM can multiply the number of cubic feet actually displaced by the attack by up to 10 times, depending on the attack method used.
Listed below are a number of common substances and their average Structural Rating scores. Specially reinforced objects can be rated up to three points higher, while small pieces and thin sheets of substance can be rated up to three levels lower.
Aluminum 8 Gold 7 Lead 8 Silver 9 Titanium 13 Bone 5 Concrete 6 Diamond 18 Granite 6 Marble 7 Rubber 4 Water 1 Hard Wood 3 Super-Alloy 14+ Electronics 3 Flesh 1 Ballistic Cloth 12
Bronze 9 Iron 10 Platinum 10 Steel 11 Tungsten 12 Brick 5 Clay/Earth 4 Glass 2 Ice 2 Quartz 3 Bamboo 1 Soft Wood 1 Adamantium 30 Machinery 6 Plastic 3 Cloth 1 Bulletproof Glass 12 Note: Attempts to damage totally defenseless, inert objects need not require an Action to perform--but should require at least one-third of the character's full movement that turn. Structural damage inflicted on the same phase is cumulative.