It occurred to me recently that if you changed the "fail" part of Unreliable to some other detrimental effect you could have some pretty interesting outcomes: damage yourself, take combat penalties, maybe the power goes off but one of its extras doesn't function, etc.
I was originally thinking I could just use other power flaws for this. Then it occurred to me that if most are intended to work every time a power goes off then only having them go off 50% of the time would make them less than worthy of being flaws.
(Mostly this came about while thinking up a new version of Check Required:
It works like before but if you succeed and roll 10 or less you'd suffer some kind of setback. This way there's a balance between not having a high check bonus and failing a lot or having a high check bonus and suffering a bad effect.)

