That's more or less exactly what I came up with.
Here are the 75 point packages I came up with for the powers, most have some form of defense power, here they are:
Ninja Coke:
Body +2d
Coordination +3d
Sense +2d
(28)
Multiple actions 2d (4)
32
Athletics +5d
Unarmed Combat +5d
Melee (blades) +5d
Dodge +5d (20)
Stealth +2d+1wd (6)
Perception +3d
Lie +3d (6) 32
Empathy +2d
Endurance +2d
Lockpicking +2d
Security systems +2d
Stability +2d
Japanese +1d (11) 43
75
Notes: Haunted by the souls of the countless second rate ninja and petty criminals who were distilled to make it. They show up as hallucinations to bug the player and ask for favors.
Using multiple actions allows you to declare and attempt up to three actions without penalty.
Good old Pangloss shrooms
Telekenisis
A 2 (Add mass+2, slow-2 obvious -1) (1)
U 2 (Add mass +2 obvious -1 duration +2) (5)
6/dice, 10d (60)
D (LAR, obvious-1, 2/dice) 3hd (12)
72
Base will (3)
75
Notes: obvious is a green glowing, also comes with a dud power not under the player's control
Dud: receptive/projective telepathy, starts at 1d, gains one d every minute, on a match it activates, odd is receptive, even is projective, roll for every stressful situation, or boring ones, or high focus or if it's funny.
Vampire blood
Body +1d
Coordination +1d
Sense +1d
Charm +1d
Command +1d
10 (all have vampire problems -2)
Regeneration (vampire problems -2 must drink blood daily -1) 2/dice 2hd (
18
Turn to mist/bat/wolf
U 2 (variable effect+4, duration+2, if/then only for ve, only three forms -2 vampire problems -2) 4/dice 5d (20)
38
Mesmerism
U 2 (duration+2 vampire problems-2 obvious-1) 1/dice 4d (4)
42
Vampiric toughness (LAR -2 vampire problems) 1/dice 2hd (4)
46
Vampiric senses
U 2 (variable effect +4 only for ve, only for senses -2 vampire problems -2 2/dice) 1wd (
54
Telepathy
U 2 ( duration +2vampire problems -2 must have drank the person's blood -1) 1/dice 6d (6)
60
Hyperskills
Brawl
Penetration +1 Go first +1 3/d 4d (12)
72
Base Will 1 (3)
75
Lyutean Omni-Tool
all have focus -1, indestructible +2 irreplaceable -2
Heavy armor (always on -1 only arms -2) 1/d 6hd (12)
Adaptive energy assault system
A 2 (focus-1 no upper limit +2 obvious -1) 2/dice 10d (20) No Upper Limit in this case lets you spend willpower to add extras.
32
Psychic Artifacts (25)
U 2 (Duration +2 obvious -1 if/then (VE only for artifacts) -1 Variable effect +4 Focus -1) 5/d 8d (40)
72
Base Will 1 (3)
75
Xhrexian Mutigen
Body +4d (16)
16
Hard Armor (HAR) (obvious, scales -1) 5/dice 2hd (20)
36
Eye lasers
Spray+1, obvious, glowing purple energy beams -1) 2/dice 9d (18)
54
Flight
U 2 (duration+2, booster +1, go last-1 obvious, sounds like a freight train -1) 3/dice 2hd+1d (15)
69
Skills
Brawl +2d
Perception +2d
Stability +2d
75
Notes: Turning into a lizard man. Other players can make rolls to notice over the next hour after the mutigen is taken, player also notices scales and hair falling out etc.