Active: Any Passive Power can be taken as Active as a Flaw (with a Duration of 3).
Item: It is possible to receive an Item as a Gift. Taking a Power in the form of an Item is considered a Flaw. Any Power can be taken as an Item. Additional Powers and Enhancements can be invested in an existing Item as normal; an Item can have a single Power or (with the investment of additional Gifts) multiple Powers. Item is a Permanent Flaw; it cannot be removed. Items can be used by anyone; it is not possible to prevent other people from using your Item. Items received as Gifts by Sorcerers have spell components, and those received as Gifts by Psychics have Psychic Tells, but this does not prevent others from using them. It is entirely possible for an Item to be lost or stolen.
Weakness: You have a vulnerability to a common substance (such as silver, cold iron, fire, or an EMP). When you are in physical contact with or have damage from this substance, all of your Powers stop working (including Passive Powers). You may (and must) take this Flaw with each Power you receive, including Items. It is possible to take both Weakness and Phylactery. Weakness is a Permanent Flaw and cannot be removed.
Phylactery: You are linked to a place, object, living being, secret, or true name. If a place, object, or being, you must be in contact with it to use supernatural powers of any sort (Gifts or otherwise, including Black Tech, and including Items). If a secret or true name, anyone who learns it can gain power over you or destroy your ability to use supernatural powers (including Black Tech). You may (and must) take this Flaw with each Power you receive, including Items. Note that this Flaw does not prevent others from using your Items; it only applies to you. If someone else gains possession of one of your Items, the Flaw is removed (along with the Gift Point it provided). It is possible to take both Weakness and Phylactery. Phylactery is a Permanent Flaw and cannot be removed.
Cultural Sorcery: Sorcery sometimes takes forms specific to a culture, such as Voodoo or Shinto. Cultural Sorcerers don't have as much range as other Sorcerers. Often they must execute a certain type of ritual, perhaps involving a rare component, a specific time of day, or the like. Such requirements are usually reflected in the spell components but may sometimes be taken as Flaws, if this is judged more appropriate by the GM.
Friendly Fire: There is a possibility that you will be damaged by this effect. Can be taken with any ranged attack. Cannot be taken with Unstable.
Unstable: A harmful Power may harm you as well. Can be taken with any harmful Power; never provides any benefit or advantage. Cannot be taken with Friendly Fire.
Damaging: When you activate this Power (or, if Passive, the first time you employ it in a 12-hour period), you take 2 levels of damage. This damage cannot be reduced by Armor, Mind Block, or anything else.
Unreliable: An activation roll is always required and must achieve an outcome of 7, plus 2 per Tier beyond Novice – 9 for Seasoned, 11 for Veteran, 13 for Harbinger. Can be taken with any Active Power. On a failure, the Power fails to activate, but Depletion is still incurred.