Post by Judge of Souls on Jun 16, 2017 0:32:41 GMT -5
Introduction--
If you have ever done a forum role play before, you may have found there are largely two theories of thought in how this should be done. The first allows for full creativity and the trust is entirely put into the players hands. Unfortunately this leaves with some players out there who attempt to metagame [to outstep their character's bounds] or generally cause problems for the enjoyment of other players. The second type is the hardened stat systems that some have that meticulously list what you can do, but largely take away your freedom of creativity.
Personally, we here at Bleached Soul believe that neither of these are the ideal way for us a community to derive the most enjoyment while fostering our creativity. Unfortunately, that is just not possible and no perfect system can ever exist. So we feel that a full stated system is the more balanced of the options at hand. However, one that can evolve as times go on to try and accommodate fairness and balance
Applications--
These stats and abilities are meant to show your character in all their capabilities. How much they can lift bro, how fast they can move, their intellectual capacity, and so on. As such, all stats are based on a universal scale, meaning that all stats/abilities are in fact compatible to. A stat for one character is in direct relation to another's.
System--
The system is divided into three separate but equal blocks.
Body
Mind
Spirit
As is, they are exactly as they seem:
Body: your physical capabilities, your prowess. How hard your punches rock. How much you can lift, how fast you are.
This is further broken into eight further stats:
Constitution
-Strength: Physical prowess and the weight of one's blows.
-Endurance/Stamina: How long one can perform physically tasking actions or withstand injury before death.
Dexterity
-Agility: Speed at which one can run and their ability to perform movement techniques.
-Finesse: Speed of one's hands and one's body over short distances (<5m). Think "footwork". Ex. Bruce Lee.
Perception
-Intellect: Ability to analyze situations and solve problems in addition to sensing and gauging an enemies' reiryoku.
-Reserves: Ability to perform a greater number of non-physical (mostly supportive) techniques as well as resist binding abilities.
As you may notice we really don't have a stat for how actually intelligent a character is, we do not want to force a character's intelligence as that would force a player to roleplay in a certain way. It is purely up to the player how they wish to display their character's intelligence.
Presence
-Charisma: The social skills of the individual and ability to charm others into accepting you or your point of view.
-Discipline: The capacity to resist fear, pain, and mental effects caused by the enemy, as well as hide one's reiryoku.
These stats are yours to choose. At the event of character acceptance, you will be given a certain number of points to distribute over these eight stats. These points will follow a grading scale with a maximum of 1,000. The scale is made at 1,000 so that players can work toward something, as in typical RPG fashion, these stats are not permanent but can change over the course of the character's life, for better or worse. As well as so that differences between characters are more pronounced. A character whom has 750 strength is obviously weaker than one with 800 strength, but no so much to make a thorough impact.
0 - Absolutely incapable
100 - Human average
200 - Human Olympian
300 - Human Phenomenal (Ex. Ironman Competitors, Ph.D. Physics professors, The feet of Usain Bolt, etc.)
400 - Spirit Average
600 - Spirit Above Average
800 - Spirit Olympian (Ex. Cars can be thrown at this point and beyond, The tact of Sherlock Holmes, The mental prowess of Einstein, Hawking, Newton)
1000 - Spirit Phenomenal
At character acceptance the admin/mod team will look over and judge your character's application and deep an appropriate amount of distribution points based on a criteria of a few things, but most importantly: quality. Your ability to write and commit to beautiful prose, to be eye catching and wonderful. Without quality an application is near worthless. To the point where low quality and pages of paragraphs will end up hurting your overall grading. Quality before Quantity friends.
There will never be a point where you are incapable, as such characters will always carry a minimum amount gained from a character app at the amount of 2,400 points. 300 across the board. This is akin to the likes of a newly formed spirit of the after world that doesn't even know what a Shunpo is. That said, that is the bare minimum spirits can receive, its only up from there. Humans of course are much less capable in their more frail forms and suffer from a starting point value of only 1000.
These are not your final stats, points may be garnered over time from completing threads, plots, and otherwise important objectives. A thread must show competent expansion of the character. "Training Threads" will be scrutinized greatly and barely accepted. Something must happen and the character must be shown growing. Overall, there really is no point cap, however, points will be harder and harder to accumulate, especially those wished to be spent on a stat of 1000+. Think of 1,000 more as a soft cap. That transition where a character would hit the "wall" and struggles for continued results. This is to halt stats from growing out of control.
Mind: your character's knowledge and intellectual capabilities. This stat is more along the lines of your knowledge. If Body could be the representation of your brain's overall size and capacity, then Mind would represent what's inside your brain. Your knowledge, memories, and capabilities picked up over their lifespan and educations.
These skills differ vastly from the Body stats. Most notably, there will be no numbers here, not one. This is an area where we will examine your character's sheet and add skills we (as staff) will feel best represent your overall character. Thus reinforcing your ability to write. These skills will be based on more of a tiered system. This is representation of your knowledge on a given field, be it the martial arts, scientific courses, mathematical academia, or reiatsu knowledge. These skills can be anything from combat skills to the likes of anything non-combative: calculus, writing, cooking, masonry, black/white smithing, carpentry, pain tolerance, chemical tolerance, Shinigami Anatomy knowledge, Arrancar Anatomy Knowledge, Human Anatomy Knowledge, Hueco Mundo Knowledge, Soul Society Knowledge. These are only examples of what you could have.
Tiers--
Beginner - Novice - Experienced - Journeyman - Skilled - Adept - Expert - Master
Within each are three more levels, a L, M, H. Low, Moderate, High.
Which will be shown as Experienced-M or Adept-H. A character must go through all three lowered brackets before being able to reach the next tier. However, Master only has one level of itself, this would represent a complete mastery in said field.
Newly acquired skills previously unknown before will be acquired at Beginner
And as all ways, these are subject to modification in future iterations
Skill Permanence--
Due to Bleach's nature under a heavy influence of combat. There will always be certain skills that will be present within every character's Mind Block.
Hand-to-Hand: A character's skill in the ways of hand and foot and capabilities of making new techniques and their effectiveness.
Movement: A character's knowledge of the movement specific abilities of their race and capabilities of making new techniques and their effectiveness.
Weapon Skill: A character's knowledge of their chosen weapon or weapons and capabilities of making new techniques and their effectiveness.
Kidō / Natural Abilities / Quincy Abilities [Hollows, Fullbringers, and Humans do not have these categories]
-Hadō / Offensive: The power and rank of one's offensive abilities available to everyone of their race and certain creations that would follow this template.
-Bakudō / Defensive: The power and rank of one's defensive abilities available to everyone of their race and certain creations that would follow this template.
*This is the only skill that warrants distribution between two stats despite the close nature of the two.
*Note, everything else beyond that is purely speculative based on the character and may/may not be applicable in combat situations, but certain skills can be - based on per player creativity to use them as such. Such as using advanced maths to calculate trajectory of a bomb or whatnot. Likewise, non-combat skills may apply in creative situations to help solve plots or otherwise move threads along.
Word of warning, the Mind Block is granted by the staff as we see fit. You do not get to choose your Mind Block skills.[/i]
Example of a character's Mind block:
Hand-to-Hand: Adept-H
Weapon Skill: Journeyman-L
Movement: Expert-L
Zanjutsu / Weapon Skill: Experienced-M
Kidō / Natural Abilities / Quincy Abilities [Hollows, Fullbringers, and Humans do not have these categories]
-Hadō / Offensive: Skilled-L
-Bakudō / Defensive: Skilled-H
Advanced Maths: Journeyman-L
Artifact Creation: Experienced-H
Arrancar Biology Knowledge: Novice-H
Knowledge of Hueco Mundo: Adept-M
Knowledge of Arrancar Anatomy: Journeyman-L
Spirit: Your character's spirituality. This is their typical Reiryoku, reiatsu, reiashi. This is your spiritual nature, your battery. This governs your overall capabilities. That which can be combined with many other stats. An example of those with a high Spirit stat would be your Captains, Espada, and special snowflake main characters that are always just so perfect in every way.
This block is, while having its own intrinsic stats, is more a collection of all your capabilities combined. Do not think that the Spirit block is the end-all-be-all stat you so need. Potential needs shape to be useful.
Reiryoku - The Battery, but exactly like any battery, it can run out. Can be applied towards certain defensive techniques as well as all Offensive techniques/spells/etc or may be consumed and transferred into the Reiatsu stat.
Reiatsu - Your outward pressure and force of will. May be applied to certain offensive techniques as well as all Defensive techniques/spells/etc or may be consumed and transferred into the Reiryoku stat.
Everyone, even humans, have access to their Spirit Block stats, one might even think of them as a personal willpower to overcome extreme events or to consume this stat to strive and fight harder than normally possible.
The Spirit block itself will also be it's own stat. Similarly tiered as the Mind block. This tier will be based on a combination of your overall stat combination as well as what we deem fit for your character based on many other factors. The spirit stat also cannot be raised on it's own, it must generally always be a combination of your other stats.
The tiers follow a simple two sided numerical notation of one number a hyphen and another number. The left sided number will be the tier level of your character, ranging from 0 to 10. 0 being lowest, 10 being highest. Secondly, there will be a number attached to it, also out of ten that will reflect where you are within your tier. However, unlike the Mind Block where skills must traverse the three inner levels before ranking up, It is certainly capable to go as far as to begin skipping multiple inner levels under the right circumstances.
0 (Absolutely incapable)
1
2 (Souls will not typically grow beyond this level without first evolving to either race of the spiritual spectrum)
3 (Unseated Shinigami, Lower to Mid level Hollows)
4 (Seated Shinigami, Higher end Hollows, Low/Mid level Gillians)
5 (Lieutenants, Higher end Gillians, Low end Adjuchas)
6 (Weakest Captains, Higher end Adjuchas)
7 (Average Captain, Beginning Vasto Lordes)
8
9
10 (Walking Gods)
You may choose how your Body stats are applied, the staff will grant you your Mind and Spirit Blocks.
*Note, just because you have put in your history that your character was once a Captain, or Vasto Lordes or Adjuchas, does not mean you are automatically entitled to those levels. You are just as capable of being a Vasto Lordes with a tier rating in the 5's
Weapon Range--
With your character's primary weapon, it's asked that you list it's effective range, so this is simply how long a weapon is or how far it may regularly fire. Normally this listing of range doesn't include techniques which may be fired from it, the range for techniques is listed separately and explained in a later section below. This issue can however become fuzzy in certain cases like Ichimaru or Renji where they use a technique extending range. When a technique of a weapon is used this frequently for regular attacking, we ask that it be listed as part of the weapon's range. Similarly some weapons may be wielded in multiple ways and thus list more than one separated by a / . Abarai Renji from canon for instance can attack with his weapon as a normal sword or by extending it, so thus he'd list Melee Long / Ranged Medium.
Melee Short: Daggers, brass knuckles, and other small weapons.
Melee Medium: Most one handed and some two handed swords like the average katana which are below 3 feet.
Melee Long: Larger swords, polearms, and other weapons below 10 feet.
Melee Distant: Huge polearms, whips, and other weapons with long reach.
Ranged Short: Flamethrower or Taser
Ranged Medium: Pistol or Throwing Knives
Ranged Long: Rifle or Short bow
Ranged Distant: Sniper Rifle or Long bow
Technique Classification--
Everyone has techniques that are uniquely known to only themselves with a vast array of effects and thus must fall into one of the following categories. Note that a technique may not fulfill two of these and must be separated into two abilities if you wish to do both.
Offensive: These abilities serve the purpose of directly attempting to cause harm to the opponent. Nearly all hadō fall into this category.
Defensive: These abilities attempt to create some sort of barrier in order to defend oneself from the opponent's attack. Shields that protect oneself like some bakudō fall into this category.
Augment Buff: These abilities effect yourself in some sort of positive way. "Traditionally" shinigami do not have buffs that effect their own skills directly, such as increasing their speed.
Augment Debuff: These abilities effect your target in some sort of detrimentally in some way such as hindering their capabilities. Most binding fall into this category.
Utility: These abilities provide some sort of function, perhaps not even used in combat, that do not effect the opponent. This includes healing, communication, sensing, and tracking. A few bakudō fall into this category.
*Passive: This is the only category which can be attached to another and represents an effect that is always on unless specifically turned off.
Technique Range--
It is also necessary to designate the general range that a technique is capable of effecting. This serves to tell as how close the user must be in order for it to hit or what distance the target may retreat to dodge it. It's important to consider how this can serve as a balancing factor in technique creation. Let's say we have a user who wants to shoot a fireball of certain power. It is certainly more versatile if it can hit someone across town than if it can only hit 20 feet away. Thus it's effective range must be taken into account in how powerful an ability is and if it's acceptable for approval. An impressive technique may be more acceptable if it has lesser range as a limitation.
Personal: This ability has no range and effects only yourself or an item you hold.
Contact: This ability only works immediately in front of the user or requires touch (with hand or weapon) to effect the target.
Limited: Effective up to 20 feet. The length of an average vehicle.
Regular: Effective up to 70 feet.
Long: Effective up to 150 feet. The length of half a football field.
Distant: Effective up to 300 feet. The length of a football field.
Sniping: Reserved for abilities that can travel extremely long ranges without losing effectiveness.
If you have ever done a forum role play before, you may have found there are largely two theories of thought in how this should be done. The first allows for full creativity and the trust is entirely put into the players hands. Unfortunately this leaves with some players out there who attempt to metagame [to outstep their character's bounds] or generally cause problems for the enjoyment of other players. The second type is the hardened stat systems that some have that meticulously list what you can do, but largely take away your freedom of creativity.
Personally, we here at Bleached Soul believe that neither of these are the ideal way for us a community to derive the most enjoyment while fostering our creativity. Unfortunately, that is just not possible and no perfect system can ever exist. So we feel that a full stated system is the more balanced of the options at hand. However, one that can evolve as times go on to try and accommodate fairness and balance
Applications--
These stats and abilities are meant to show your character in all their capabilities. How much they can lift bro, how fast they can move, their intellectual capacity, and so on. As such, all stats are based on a universal scale, meaning that all stats/abilities are in fact compatible to. A stat for one character is in direct relation to another's.
System--
The system is divided into three separate but equal blocks.
Body
Mind
Spirit
As is, they are exactly as they seem:
Body: your physical capabilities, your prowess. How hard your punches rock. How much you can lift, how fast you are.
This is further broken into eight further stats:
Constitution
-Strength: Physical prowess and the weight of one's blows.
-Endurance/Stamina: How long one can perform physically tasking actions or withstand injury before death.
Dexterity
-Agility: Speed at which one can run and their ability to perform movement techniques.
-Finesse: Speed of one's hands and one's body over short distances (<5m). Think "footwork". Ex. Bruce Lee.
Perception
-Intellect: Ability to analyze situations and solve problems in addition to sensing and gauging an enemies' reiryoku.
-Reserves: Ability to perform a greater number of non-physical (mostly supportive) techniques as well as resist binding abilities.
As you may notice we really don't have a stat for how actually intelligent a character is, we do not want to force a character's intelligence as that would force a player to roleplay in a certain way. It is purely up to the player how they wish to display their character's intelligence.
Presence
-Charisma: The social skills of the individual and ability to charm others into accepting you or your point of view.
-Discipline: The capacity to resist fear, pain, and mental effects caused by the enemy, as well as hide one's reiryoku.
These stats are yours to choose. At the event of character acceptance, you will be given a certain number of points to distribute over these eight stats. These points will follow a grading scale with a maximum of 1,000. The scale is made at 1,000 so that players can work toward something, as in typical RPG fashion, these stats are not permanent but can change over the course of the character's life, for better or worse. As well as so that differences between characters are more pronounced. A character whom has 750 strength is obviously weaker than one with 800 strength, but no so much to make a thorough impact.
0 - Absolutely incapable
100 - Human average
200 - Human Olympian
300 - Human Phenomenal (Ex. Ironman Competitors, Ph.D. Physics professors, The feet of Usain Bolt, etc.)
400 - Spirit Average
600 - Spirit Above Average
800 - Spirit Olympian (Ex. Cars can be thrown at this point and beyond, The tact of Sherlock Holmes, The mental prowess of Einstein, Hawking, Newton)
1000 - Spirit Phenomenal
At character acceptance the admin/mod team will look over and judge your character's application and deep an appropriate amount of distribution points based on a criteria of a few things, but most importantly: quality. Your ability to write and commit to beautiful prose, to be eye catching and wonderful. Without quality an application is near worthless. To the point where low quality and pages of paragraphs will end up hurting your overall grading. Quality before Quantity friends.
There will never be a point where you are incapable, as such characters will always carry a minimum amount gained from a character app at the amount of 2,400 points. 300 across the board. This is akin to the likes of a newly formed spirit of the after world that doesn't even know what a Shunpo is. That said, that is the bare minimum spirits can receive, its only up from there. Humans of course are much less capable in their more frail forms and suffer from a starting point value of only 1000.
These are not your final stats, points may be garnered over time from completing threads, plots, and otherwise important objectives. A thread must show competent expansion of the character. "Training Threads" will be scrutinized greatly and barely accepted. Something must happen and the character must be shown growing. Overall, there really is no point cap, however, points will be harder and harder to accumulate, especially those wished to be spent on a stat of 1000+. Think of 1,000 more as a soft cap. That transition where a character would hit the "wall" and struggles for continued results. This is to halt stats from growing out of control.
Mind: your character's knowledge and intellectual capabilities. This stat is more along the lines of your knowledge. If Body could be the representation of your brain's overall size and capacity, then Mind would represent what's inside your brain. Your knowledge, memories, and capabilities picked up over their lifespan and educations.
These skills differ vastly from the Body stats. Most notably, there will be no numbers here, not one. This is an area where we will examine your character's sheet and add skills we (as staff) will feel best represent your overall character. Thus reinforcing your ability to write. These skills will be based on more of a tiered system. This is representation of your knowledge on a given field, be it the martial arts, scientific courses, mathematical academia, or reiatsu knowledge. These skills can be anything from combat skills to the likes of anything non-combative: calculus, writing, cooking, masonry, black/white smithing, carpentry, pain tolerance, chemical tolerance, Shinigami Anatomy knowledge, Arrancar Anatomy Knowledge, Human Anatomy Knowledge, Hueco Mundo Knowledge, Soul Society Knowledge. These are only examples of what you could have.
Tiers--
Beginner - Novice - Experienced - Journeyman - Skilled - Adept - Expert - Master
Within each are three more levels, a L, M, H. Low, Moderate, High.
Which will be shown as Experienced-M or Adept-H. A character must go through all three lowered brackets before being able to reach the next tier. However, Master only has one level of itself, this would represent a complete mastery in said field.
Newly acquired skills previously unknown before will be acquired at Beginner
And as all ways, these are subject to modification in future iterations
Skill Permanence--
Due to Bleach's nature under a heavy influence of combat. There will always be certain skills that will be present within every character's Mind Block.
Hand-to-Hand: A character's skill in the ways of hand and foot and capabilities of making new techniques and their effectiveness.
Movement: A character's knowledge of the movement specific abilities of their race and capabilities of making new techniques and their effectiveness.
Weapon Skill: A character's knowledge of their chosen weapon or weapons and capabilities of making new techniques and their effectiveness.
Kidō / Natural Abilities / Quincy Abilities [Hollows, Fullbringers, and Humans do not have these categories]
-Hadō / Offensive: The power and rank of one's offensive abilities available to everyone of their race and certain creations that would follow this template.
-Bakudō / Defensive: The power and rank of one's defensive abilities available to everyone of their race and certain creations that would follow this template.
*This is the only skill that warrants distribution between two stats despite the close nature of the two.
*Note, everything else beyond that is purely speculative based on the character and may/may not be applicable in combat situations, but certain skills can be - based on per player creativity to use them as such. Such as using advanced maths to calculate trajectory of a bomb or whatnot. Likewise, non-combat skills may apply in creative situations to help solve plots or otherwise move threads along.
Word of warning, the Mind Block is granted by the staff as we see fit. You do not get to choose your Mind Block skills.[/i]
Example of a character's Mind block:
Hand-to-Hand: Adept-H
Weapon Skill: Journeyman-L
Movement: Expert-L
Zanjutsu / Weapon Skill: Experienced-M
Kidō / Natural Abilities / Quincy Abilities [Hollows, Fullbringers, and Humans do not have these categories]
-Hadō / Offensive: Skilled-L
-Bakudō / Defensive: Skilled-H
Advanced Maths: Journeyman-L
Artifact Creation: Experienced-H
Arrancar Biology Knowledge: Novice-H
Knowledge of Hueco Mundo: Adept-M
Knowledge of Arrancar Anatomy: Journeyman-L
Spirit: Your character's spirituality. This is their typical Reiryoku, reiatsu, reiashi. This is your spiritual nature, your battery. This governs your overall capabilities. That which can be combined with many other stats. An example of those with a high Spirit stat would be your Captains, Espada, and special snowflake main characters that are always just so perfect in every way.
This block is, while having its own intrinsic stats, is more a collection of all your capabilities combined. Do not think that the Spirit block is the end-all-be-all stat you so need. Potential needs shape to be useful.
Reiryoku - The Battery, but exactly like any battery, it can run out. Can be applied towards certain defensive techniques as well as all Offensive techniques/spells/etc or may be consumed and transferred into the Reiatsu stat.
Reiatsu - Your outward pressure and force of will. May be applied to certain offensive techniques as well as all Defensive techniques/spells/etc or may be consumed and transferred into the Reiryoku stat.
Everyone, even humans, have access to their Spirit Block stats, one might even think of them as a personal willpower to overcome extreme events or to consume this stat to strive and fight harder than normally possible.
The Spirit block itself will also be it's own stat. Similarly tiered as the Mind block. This tier will be based on a combination of your overall stat combination as well as what we deem fit for your character based on many other factors. The spirit stat also cannot be raised on it's own, it must generally always be a combination of your other stats.
The tiers follow a simple two sided numerical notation of one number a hyphen and another number. The left sided number will be the tier level of your character, ranging from 0 to 10. 0 being lowest, 10 being highest. Secondly, there will be a number attached to it, also out of ten that will reflect where you are within your tier. However, unlike the Mind Block where skills must traverse the three inner levels before ranking up, It is certainly capable to go as far as to begin skipping multiple inner levels under the right circumstances.
0 (Absolutely incapable)
1
2 (Souls will not typically grow beyond this level without first evolving to either race of the spiritual spectrum)
3 (Unseated Shinigami, Lower to Mid level Hollows)
4 (Seated Shinigami, Higher end Hollows, Low/Mid level Gillians)
5 (Lieutenants, Higher end Gillians, Low end Adjuchas)
6 (Weakest Captains, Higher end Adjuchas)
7 (Average Captain, Beginning Vasto Lordes)
8
9
10 (Walking Gods)
You may choose how your Body stats are applied, the staff will grant you your Mind and Spirit Blocks.
*Note, just because you have put in your history that your character was once a Captain, or Vasto Lordes or Adjuchas, does not mean you are automatically entitled to those levels. You are just as capable of being a Vasto Lordes with a tier rating in the 5's
Weapon Range--
With your character's primary weapon, it's asked that you list it's effective range, so this is simply how long a weapon is or how far it may regularly fire. Normally this listing of range doesn't include techniques which may be fired from it, the range for techniques is listed separately and explained in a later section below. This issue can however become fuzzy in certain cases like Ichimaru or Renji where they use a technique extending range. When a technique of a weapon is used this frequently for regular attacking, we ask that it be listed as part of the weapon's range. Similarly some weapons may be wielded in multiple ways and thus list more than one separated by a / . Abarai Renji from canon for instance can attack with his weapon as a normal sword or by extending it, so thus he'd list Melee Long / Ranged Medium.
Melee Short: Daggers, brass knuckles, and other small weapons.
Melee Medium: Most one handed and some two handed swords like the average katana which are below 3 feet.
Melee Long: Larger swords, polearms, and other weapons below 10 feet.
Melee Distant: Huge polearms, whips, and other weapons with long reach.
Ranged Short: Flamethrower or Taser
Ranged Medium: Pistol or Throwing Knives
Ranged Long: Rifle or Short bow
Ranged Distant: Sniper Rifle or Long bow
Technique Classification--
Everyone has techniques that are uniquely known to only themselves with a vast array of effects and thus must fall into one of the following categories. Note that a technique may not fulfill two of these and must be separated into two abilities if you wish to do both.
Offensive: These abilities serve the purpose of directly attempting to cause harm to the opponent. Nearly all hadō fall into this category.
Defensive: These abilities attempt to create some sort of barrier in order to defend oneself from the opponent's attack. Shields that protect oneself like some bakudō fall into this category.
Augment Buff: These abilities effect yourself in some sort of positive way. "Traditionally" shinigami do not have buffs that effect their own skills directly, such as increasing their speed.
Augment Debuff: These abilities effect your target in some sort of detrimentally in some way such as hindering their capabilities. Most binding fall into this category.
Utility: These abilities provide some sort of function, perhaps not even used in combat, that do not effect the opponent. This includes healing, communication, sensing, and tracking. A few bakudō fall into this category.
*Passive: This is the only category which can be attached to another and represents an effect that is always on unless specifically turned off.
Technique Range--
It is also necessary to designate the general range that a technique is capable of effecting. This serves to tell as how close the user must be in order for it to hit or what distance the target may retreat to dodge it. It's important to consider how this can serve as a balancing factor in technique creation. Let's say we have a user who wants to shoot a fireball of certain power. It is certainly more versatile if it can hit someone across town than if it can only hit 20 feet away. Thus it's effective range must be taken into account in how powerful an ability is and if it's acceptable for approval. An impressive technique may be more acceptable if it has lesser range as a limitation.
Personal: This ability has no range and effects only yourself or an item you hold.
Contact: This ability only works immediately in front of the user or requires touch (with hand or weapon) to effect the target.
Limited: Effective up to 20 feet. The length of an average vehicle.
Regular: Effective up to 70 feet.
Long: Effective up to 150 feet. The length of half a football field.
Distant: Effective up to 300 feet. The length of a football field.
Sniping: Reserved for abilities that can travel extremely long ranges without losing effectiveness.