[@Unfortunately] You're on the right track, and we're definitely getting there! Alright, so far, good attempt on the Abilities category. However, it seems that my explanation was a bit too vague without any visual presentations, so let me give you a sample. [quote=Sol Badguy] [h2]Sol Badguy[/h2] [b][u]Powers[/u][/b] Fire Manipulation: Sol has the power to manipulate fire from both his own body and his own sword. The range and strength of the fire depend on how much physical strength he uses to activate his fire abilities. Gear: As a unique being known as "Gear," Sol Badguy has an innate enhancement to his strength, magic power, and nervous system. His status as a Gear makes him susceptible to Gear-specific counter-abilities, but he has his own share of attacks to defend himself with. [b][u]Abilities[/u][/b] Volcanic Viper: Sol slashes vertically as he lifts himself into the air, encasing his sword, Fireseal, in a powerful coat of flames. The jumping slash can be used to attack airborne targets who attempt to get closer to Sol. Volcanic Viper can allow Sol to avoid certain projectiles, as well as simply using it to connect other attacks with it to create a powerful combo. Gun Flame: Sol slashes the ground, causing a series of fiery eruptions to explode one-by-one toward a single direction. Up to five explosions erupt form the ground, and each flame erases projectiles by either incinerating them or simply absorbing them if the opponent's projectile involves fire. Deals moderate damage and can slightly burn a target. Bandit Bringer: An evasive attack involving Sol lifting himself into the air before spiraling down diagonally towards the ground like a missile. Sol avoids all projectiles not auto-locked onto him when he jumps off the ground and splits through projectiles sent upward at him. While this move is great at counterattacking moves that requires the opponent to recover for a noticeable amount of time, it also has an equally large risk, as Sol could leave himself open to attacks after he lands and slides through the ground. Sol cannot use this ability out of reactions due to its slow startup, so he needs to anticipate an attack beforehand in order to actually hope to attack an opponent who could potentially block his attacks. Kudakero: A powerful dive kick that coats Sol's leg in flames. Its moderate startup and recovery delay allows Sol to chain Kudakero into other attacks as long as he is able to attack and perform more abilities. Kudakero cannot be used twice in a single combination attack due to how it carries the opponent's momentum away from Sol. This also means that Sol must be quick enough to chain small attacks before the opponent is flung away from him.[/quote] As you can see, Abilities are [i]actions[/i], and Powers are [i]the sources of the actions[/i]. So "Eternal Rest," for an example, would be considered as a "Power" because it allows "Abilities" to be cast by Samael. There are some power descriptions you need to alter because some of them are abilities mixed into the Powers category, which looks a little awkward. If you do that, I'm sure your CS will be organized correctly! Also, make sure to add in a separate Weaknesses category. It lets others know more about other characters' certain info faster without having to dig through piles of descriptions. :P