Making Things Burn

Materials in GURPS are grouped into six "flammability classes", based on the amount of burning or incendiary damage needed to set them aflame.
Class 	Description 	Damage 	Fire Type
Super-Flammable 	Black powder, ether 	Negligiblesuch as exposure to a candle flame or pocket lighter	MatchBased on Ignite Fire Spell
Highly Flammable	Alcohol, paper, tinder, loose clothing 	1 	Torch
Flammable 	Dry wood, kindling, oil 	3 	Blowtorch
Resistant 	Seasoned wood, worn clothingCan be lit by a torch at 4 sec, rope, leather	10 	Torch/Blowtorch
Highly Resistant	Fresh "green" wood, flesh 	30 	Burning magnesium or phosphorus
Nonflammable 	Bricks, metals, rocks, fireproof synthetics 	N/A 	Nuclear reaction/explosion
=== Exceptions ===
* Tight-beam burning, such as the beams of a laser (or sun-lit magnifying glass) count as 1/10 their burning damage. They can still light fires on some materials (see Persistent Fires below).
* Some burning attacks do non-incendiary burning damage, such as the freezing breath of an a Cold Slorn.
== Persistent Fires ==
A typical fire, such as campfire, does about 1d-3 burning, but can still light Resistant and even Highly Resistant materials after enough time. If living trees were truly immune to campfires, large-scale wildfires would be impossible!
=== Examples ===
* Candle -- neg. burning
* Torch -- 1 point burning
* Campfires -- 1d-3 burning
* Molotov puddles, gadgets exploding -- 1d burning
==See also==
*Catching Fire
*Tight-Beam Burning Attacks
*Incendiary modifier
==Notes==
== References ==
* Basic Set, p.433
Category:Rules