Just gonna copy/paste a list myself so you won't have to search them all out at once.
-T-O Armor Platelets: The character gains a series of special powers and abilities from special detachable plates which alter its capabilities. The character can have up to three usable at any one time, but can carry them all at once. All have the disadvantage that they can be deactivated if the plate is removed, but they may only be used by a being at least partially infected by the Techno-Organic Virus.
- Invisibility: 6 (As the Action)
- Teleportation: 5 (As the Action)
-Cannot bring others - Cybernetic Senses 5 (As the Modifier)
-Additionally, allows user to use its Intelligence as A.I (Scanning, transmitting, read and project feeds and data, etc)
Weapon Morphing +5 (As the Modifier)
-Any or none of the following option, depending on the form used: 2x damage, AP, Normal and/or Stun Damage, Range 5, Area effect)- Adaption: 4
-Allows to learn and counteract a mutant power. For example, the user might get hit by an attack, and from then on can generate an approrpiate strong defense against it, such as generating heat to counter ice, etc.
-In game terms, this works as a Force Field which protects only against Mutant Powers, and only against powers which affected the user at least once. - Environmental Control: 7
(Int.bonus)
-This powerful ability allows the user to manipulate matter in his environment (snow and ice in the Northern plains, rock and earth on a mountain, etc) as per the Mnaipulate option of a Mastery of Matter, or Telekinesis, at AN.
-However, it comes with a weakness, making the wearer harmed by effects that 'damage' the environment in question. For example, if using this to manipulate a mountain's matter to fight, damaging the mountain would damage the user. - Superhuman Intelligence: Grants +3 to user's Intelligence
Mastery of Light: 10
(Int.bonus)
-Efficient
-Immune to Effects
-Create/Manipulate
-Force Blasts (Normal damage if Concussive force, 2x damage, AP if lasers; 2x damage, Stun damage only, Area Effect of up to Area 5 if flash of light)
-Transform into Element (As Metamorphosis, or Phase Shifting)
-Light absorption/Reflection
-Transilluminate objects (Can transform objects into light temporarily, for up to AN panels)
-Flight at AN
-Accumulate Energy for greater effect
Temporal Duplication: 8
-May create 1 clone/2 stones played
-Future Selves: Clones are as powerful as the original, perhaps even with stronger if the GM wishes, since the actually come from the future. Also at GM's call, the clones might exhibit some trait (like an additional Challenge or soemthing) which the original then becomes very likely to develop in time or with future events, since the summoned duplicates are actually future versions of the Character. This change can be avoided in some cases, but it is difficult to undo the likeliness of such changes (see Temporal Death below)
-Up to 3x AN Clones may exist at once (currently 24)
-Duplicates appear in a reverse color-version of the user's clothes
-If Original is rendered unconscious, all Duplicates vanish
-Temporal Death: If a Duplicate is killed, then the user might be in trouble. On top of suffering -2 to all actions for a day because of the shock, since the Duplicates are the user's future selves, at some point in the future, the user might be summoned back to its past self where they will die as it happened with their duplicate. This can be avoided, but only through the use of very powerful actions such as God-Like powers, Limited Phoenix Force or more, Power Cosmic, very strong magic, or the will of some higher being.
Heat/Cold Manipulation: 6
(Int.bonus)
-As Mastery of Heat/Fire/Cold/Ice
-Create/Manipulate (Fire can't really be created by itself through this power, only Manipulated. For example, if a fire already exists in the area, the user can manipulate it into a desired effect. If a target is set ablaze because of their Ignite or Optic Blast power, for example, the user can also manipulate the fire then. However, the user couldn't just make fire appear out of thin air with this power. It has to be started with Heat first.)
-Ignite (As a Range 3, Ignores Reflexive Dodge Attack VS regular Defense inflicting 2x damage and setting flamable materials on fire; makes the target burst into flames from the heat.)
Mastery of Bio-electricity: 7
(Int.bonus)
-Create/Manipulate
-Force Blast (Adds half this Action's AN as a Wpn.modifier to Ranged Combat; 2x damage, Normal and/or Stun damage)
-Free Force Field at Stones played when used
-Energy absorption/Reflection at AN
-Energy Auras (As Summoning; allows user to send humanoid-shaped bio-electric servants which will fight or perform other actions for the user)
Hard-Air Manipulation: 8
(Int.bonus)
-Efficient
-Create/Manipulate
-Concussive Blasts (Normal damage Force Blasts, may be released as an Area 4 "explosion" of air around user)
-Flight at AN by projecting a steam of molecules
-Usable as Force Field
-Can transform liquid and gases into solids (Difficult to do; Tiresome instead of Efficient)
Summon Genetic Relatives: 6
(Int.bonus)
-Allows user to summon three genetic relatives somewhat resembling the user, all of whom will look upon the user for guidance in actions in this world they know not of, from three different time periods. One from a time when humankind wasn't even quite formed, an amoebic blob-like life form with the ability to float and generate powerful acid; a pre-homo sapiens hominid 'caveman' with great strength and durability; and an advanced human-like 'cyborg' with enhanced senses, the ability to float and great intelligence.
-Summoning any of the trio only requires to pay for their Durability, since the user instinctively 'know them' as Genetic relatives.
-At GM's discretion, the Genetic Duplicates might share some of the user's own abilities up to a certain level (usually not more than 1 AN/MN below the user's)
-Pudding (Durabiity 4): The blob-like form has Flight 3, and Mastery of Acid of AN 8 (Create/Manipulate, Force Blast (2x Damage, AP, Deals 1w of additional damage for 2 panels afterward), Immune to effects). It has limited Intelligence (2 at most), but usaully understands its summoner like a pet would.)
-Ayla (Durability 6): Thus named by Jessica in reference to the videogame Chrono Trigger, the cavewoman is, unlike her namesake, black-haired, and more than a little brutish and dark skinned. Still, like the true Ayla, she has incredible Strength (AN 6), is very Tough (Toughness 4) and is fairly inventive and crafty despite her less developed cultural and technological baggage (Int 3). She mostly speaks in grunts and other sounds.)
-Smartass (Durability 4): This genius girl with short-trimmed hair, sunglasses and a weird jumpsuit with a silver skirt and matching pumps is gifted with Intelligence 8 and a fairly advanced Technological know-how (Technology 7, Vehicle operations 6, Computers 6). She has Cybernetic Senses at MN 5 and the ability to fly as Flight 5, and Teleport 8. This makes her a very useful messenger, pilot, lab assistant and tech specialist.)
Portal: 10
-As Teleportation, via the opening of portals
-Can travel interdimensional distances
-Can travel to other dimensions, planes, etc.
-Can see through portal before entering it
-Does not have to travel herself to send others
-Can open portals for others to return
-Opened portals are permanent have a Duration of up to AN; up to AN portals can be maintained at once
-User can mentally close any maintained portal regardless of distance just by willing it
Artic Animal Shifting: 10
(Int.bonus)
-As Metamophosis
-Into any white-skinned or white-furred animals native to Northern Canada
-If transforming into a smaller animal than a human, becomes a human-sized version of the animal. If transforming into a larger animal, her weight and size increase accordingly for free.
-All forms automatically have Cold Defense +5 and Animal Senses 3
-User's personality is overlaid with the animal's traits and behavior while transformed (act as temporary Challenge (-2; [insert animal] instincts and behavior [wih description]).
-Example of forms: Swarm of mosquitoes, sperm whale, polar bear, giant artic owl, Wendigo, wolverine, wolves, foxes, hare, lynxes, marmots, reindeer, sled dogs, squirrels, Tanaraq (Wendigo's original form), etc.
Manipulate Organic Matter: 9
(Int.bonus)
-As Genetic Engineering (Most effects take one panel of time; May only manipulate Physical qualities and powers), Metamorphosis (Can be used on others, can only be used on Organic beings, Transformation occur in same panel), and Mutant Healing at AN
-May be used as Telepathy (Repair minds), but effects are only temporary (must pay for Duration on D&R chart)
-May use as Attack VS Durability (2x damage, Only against organic beings); if the victim survives, it will be horribly deformed and in pain, although the user of this power could restore them with another use of it, this time without harm.
-'Undead' Horrors (Used on dead bodies, this power allows them to raise from the dead into mutated monsters (changed through the Metamorphosis option of this power, but no need to maintain). Those monsters are hardly more than automatons and remember nothing of their past lives, and are fully loyal to their creator. User can control up to AN of these "zombies"; doing so costs 1 Energy/zombie per panel. At their "death", or end of use, they will crumble into a misshapen, shapeless corpse.)
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I didn't include Madison's powers but I wasn't sure if you considered your version of techno manipulation better or not enough to warrant it.