Magical Signature (1 pt.) ==== Your magic is in some way oddly recognizable to those that know how to perceive it. Whether through Mana Manipulation Prime Scans, aura-viewing abilities like Auspex, or even high scores in Abilities like Awareness or Kenning, those with a sense of magic are able to recognize yours where it lingers. This might be some odd flicker or visual signature that’s visible when your magic’s studied, or might be a strange, unique sort of resonance that only your own spells give off, but it’s unmistakable and leaves a trail with the spells you cast.
Path Inept (5pt.) ==== You have a Path that you just do not understand. This could be due to a curse, lack of training, or a mental block. You must choose a Path from those that are available to your Affiliation. When improving the chosen Path, you must spend one quarter more experience points to increase Path levels or rituals. This must be a Path your character desires and plans to study.
Psychic Feedback (1, 2, or 6pt.) ==== Your psychic powers are a great gift, but they take their toll on you. As a 1-point Flaw, you experience headaches or disorientation. Roll Stamina + Mediation (difficulty 7). On a failure, the difficulty of all actions increases by two for one round while the pain overtakes you. As a 2-point Flaw, you experience light but long-term pain from use of your power. Roll Intelligence (difficulty 6) each time you use a power to “soak” the power’s activation successes, which are treated as bashing damage. As a 6-point Flaw, the psychic takes this as lethal damage, with the same option to “soak.”
Psi Focus (3 or 5pt.) ==== Your psychic power requires something beyond your own mental powers to manifest, whether you need your lucky feather, to ask pretty please, or just pantomime the action you need to happen. For a 3-point Flaw, you have to gesture or speak an incantation for the power to work. For a 4-point Flaw, you require a physical focus to work such as crystals, tarot cards, or candles. For a 5-point Flaw, the power only works with a specific focus, akin to a mage’s unique instrument (Mage 20 p. 588).
Ritual Ineptness (7 pt.) ==== Whether you’re deluded into thinking you’re some kind of psychic, cursed with an inability to gather power over a long period, or simply unable or unwilling to focus on longer feats of magic, you’re utterly unable to make use of Rituals. You do not gain free Rituals when purchasing a Path dot, cannot buy new ones, and are utterly unable to make use of “All Rituals” or “Ritual Only” Paths. All of your effects come solely from the base spells provided by any given Path. You can, however, still purchase Special Effects for Hellfire.
Ritual Sleeper (5pt.) ==== Magic doesn’t happen at the snap of a finger. You are unable to manifest any instant magical effects, and you are limited to performing rituals. If the rules of your Affiliation already require magic through only ritual, you may not take this Flaw. You’re considered a Sleeper if you witness an instant magical effect.
Unsettling Effect (1 or 3 pt.) ==== Normally, Psychic Phenomena are invisible. Only a very few select people can detect when they’re used. For you, things are a little bit different. There is some signature that can be detected by anyone for your powers, including your intangible ones like Telepathy or Psychometry. This effect is usually mildly unsettling, like the targets of Telepathy feeling you dig for their memories, or the emotions you pick up from Psychometry spreading to those around you. For a single point, one of your Powers has this effect, but for three it will cover all of them, including powers obtained later.