Board Thread:Site Discussion/@comment-25501246-20170611004352

Quirk ranges are kinda all over the place in this site, so I decided to categorize them all here just as a reference (and to avoid fixing all that stuff in the future).

Keep in mind that this only takes in account the primary usage of the Quirk. A close-ranged Quirk, like Explosion, can be trained to have long-ranged moves, but that doesn't change the fact that the explosions are naturally restricted to the user's hands.

Contact: Quirk requires physical contact between user and foe in order for its primary effects to manifest.

Close Range: The Quirk and its main effects don't manifest far from the user's body. This category also includes Quirks that augment physical attributes as they can be used for combat.

Long Range: The Quirk and its main effects can manifest really far from the user. This doesn't mean the Quirk can't be used in closer ranges, but it might lose effectiveness doing so.

Medium Range: If the Quirk can manifest beyond close range, but not far enough to be considered long range, then it falls on this.

Target-based: The Quirk's effects ignore range, instantly affecting the target(s) any time or when a certain condition is met.

Specific distance: Quirk has an actual distance of effect specified. Example, Magnetism.

None: The Quirk's effects only affect the user and no one else (as they can't be used for combat at all). Example, Longevity.

Varies: The Quirk produces several varied effects that require different ranges to work. Examples, Creation and Dupli-Arms.

If you have any doubts or would like to question/debate this categorization, feel free to do so. 