It's evolving alright, a bit slower than I'd like but that's the way it goes sometimes (A bit more on my plate than I planned on lately). That said I'll leave a little snippet on how I'm designing the magic system. The curse is old magic, and although it cannot be broken it may be bent to purpose. This act is known as the Craft and much like yourself it exists today as a pale imitation of its heritage. To ply the Craft is to become both sculptor and clay, to reach through oneself and crudely skew the last vestiges of what was. *** That's just a bit of lore for flavor. Functionally the craft requires a reflective surface (The bigger the better) and allot of concentration. It's powerful ritual magic--the old kind--or at least what meager secrets survived your ancestors. During this rite a vampire will twist and mutilate their reflection (Their true self) in an attempt to alter how this world, the next or what's in between receives them. Whatever supernatural powers manifest themselves as a result must be taken with the caveat that this is an imperfect, often traumatizing act born from greed and desperation; no practitioner comes away from it whole. Essentially this means that you may all add as many magical abilities to your vampires as you wish, with the trade off being that you receive a non-universal vulnerability in return for each power granted. [u]CAUTION: Though you may freely select your powers these weaknesses will be decided AFTER a CS is accepted. With no guarantee that your character will be aware of them all.[/u] I plan to include a reference list of common Crafts (The sort you're likely to encounter in other vampires), though I stress characters are in no way limited to these alone. Trust however that the curse does not deal fairly, and that powerful or uncommon Crafts are a realm best reserved for risk takers.