| Iron Uppercut | h | Blunt | 1P/1V | Blow x3 dmg; victim stunned 1r (save) |
| Ground Break | h | Blunt | 1P/1V | Blow x2 dmg; prone victim cannot stand 1r (save=TH-2) |
| Crush Riposte | h | Blunt | 1P/1V | Blow x4 dmg; victim pushed 5′ (save) |
| Impact Burst | ALL | Blunt | 1P/1V | x5 dmg; 1d4 targets within 5′ (save=TH-2) |
| Combustion Palm | h | Blunt | 1P/1V | x4 dmg; target ignites 1d4r (1 hp/r) |
| Stone Crash | h | Blunt | 1P/1V | Blow x5 dmg; victim knocked down (save) |
| Skull Breaker | h | Blunt | 1P/1V | x5 dmg; victim unc. (save=TH-4) |
| Disarm Twist | h/s | Lock | 1att/1M | Weapon lost (save=TH-2); victim stunned 1r |
| Drunken Spirit | h/s | M/P Tr. 2 | 1M | +1 TH, +2 AC 1d4r; −1 TH next r (fatigue) |
| Breath Focus | s | M/P Tr. 2 | 1M | +1 AC, +1 Init for 2r |
| Inner Harmony | s | M/P Tr. 2 | 1M | Recover 1d4 hp & +1 save for 2r |
| Battle Howl | h | M/P Tr. 2 | 1P/1M | Fear within 15′ (save) 1r; +2 dmg this r |
| Champion’s Breath | h | M/P Tr. 3 | 1M | +1 TH & +1 dmg for 1d4r; cannot stack |
| Calm Focus | s | M/P Tr. 3 | 1M | +2 AC for 1r; if broken, next att auto-crit fails |
| Dark Determination | h | M/P Tr. 3 | 1M | Ignore stun/para. 1r; cost 1 HD fatigue |
| Heart of Bast | h/s | M/P Tr. 3 | 1M | +1 TH, +1 Init for 2r; glow w/ blue aura |
| Adrenal Trigger | h | M/P Tr. 3 | 1P/1M | Ignore pain 1r; continue below 0 hp (save) |
| Wind Memory | s | M/P Tr. 3 | 1M | Next 3 attacks gain +2 TH; cannot be interrupted |
| Heart Inferno | h | M/P Tr. 3 | 1P/1M | +2 TH & dmg 1r; save=TH or stun self 1r |
| Mountain Calm | h | M/P Tr. 3 | 1M | Immune to fear & slow 1d4r |
| Signs of Focus | h/s | M/P Tr. 3 | 1M | Cast 1 Sign as free 1/r (no Verbal req.) |
| Resolute Core | h/s | M/P Tr. 3 | 1M | +2 TH vs. robots/droids 1d4r |
| Fight Instinct | h/s | M/P Tr. 4 | 1M | +1 Initiative & +1 AC for 2r |
| Mathematical Trance | ALL | M/P Tr. 4 | 1M | All ranged TH +4 1r; cannot move |
| Ki Charge | ALL | M/P Tr. 4 | 1P/1M | +3 TH 1r; glows aura; if hit, save or dmg self x1 |
| Focus Kill Zone | h/s | M/P Tr. 4 | 1M | +2 TH; next miss becomes glancing hit |
| Flowing Mind | s | M/P Tr. 4 | 1M | Ignore 1 mental save failure this r |
| Iron Nerve | ALL | M/P Tr. 4 | 1M | Immune to fear/panic 1r; +1 TH if bloodied |
| Slip & Counter | h/s | Movement | 1V | TH+3 vs. next melee; attacker TH−2 next r |
| Spiral Parry | s | Movement | 1V | Negate 1 melee att; attacker −1 TH next r |
| Momentum Flow | h | Movement | 1V | +1P next r; dmg x2 if stationary before striking |
| Reeling Dodge | h/s | Movement | 1V | +4 AC vs. 1 melee att this r |
| Reflex Cascade | ALL | Movement | 1V | May retaliate 1 attack per r auto after hit |
| Shadow Step | h/s | Movement | 1V | Move 10′ pre/post attack; +2 AC this r |
| Aerial Rush | ALL | Movement | 1V | Fly up 15′ & dive attack next r at +3 TH |
| Defensive Flow | h/s | Movement | 1V | AC +3 vs. next attack this r |
| Dragon Step | h/s | Movement | 1V | Move behind target w/out AoO; next TH+2 |
| Mist Veil | s | Movement | 1V | Concealed 1r; TH+2 vs. next melee (save) |
| Flame Leap | h | Movement | 1V | Move 20′ w/fire trail; 1 hp/r burn in path |
| Earthen Stand | h | Movement | 1V | Immovable; +4 AC vs. push/pull this r |
| Weightless Step | s | Movement | 1V | Move vertically 5′ this r; no sound |
| Wolf Guard | h/s | Movement | 1V | AC +3 1r; negates next flank penalty |
| Tiger Balance | h/s | Movement | 1V | Stand or leap 10′ ignoring terrain |
| Spin Cover | ALL | Movement | 1V | Move ½ speed; negate AoO 1r |
| Blood March | h | Movement | 1V | Move 10′ free; +2 TH this r |
| Armor Slide | h/s | Movement | 1V | Negate 1 ranged attack (save=TH) |
| Tidal Sweep | s | Push | 1att/1M | Pushed 10′; save=TH to resist fall |
| Vacuum Palm | s | Push | 1att/1M | Target pushed 15′; fall (save) |
| Precision Riposte | h/s | Slash | 1att/1V | TH+3; dmg x2 if countering a miss |
| Flash Draw | h/s | Slash | 1att | TH+3; if 1st attack this r, x4 dmg |
| Twin Arc Cut | h/s | Slash | 1att/1V | Two hits same roll; x3 dmg if both land |
| Flowing Slap | h/s | Strike | 1att | TH+2; may choose direction of push (save=TH) |
| Vibranium Strike | h/s | Strike | 1P/1V | Blow x3 dmg; stun 1r (save) |
| Elbow Spike | h | Strike | 1att/1M | Blow x3 dmg; bleed 1 hp/r (save) |
| Palm Comet | h/s | Strike | 1P/1V | x3 dmg; save=TH or stun 1r |
| Takedown Roll | h/s | Throw | 1att | Throw x3 dmg; victim prone 1d4r |
| Jet Crash | h/s | Throw | 1att | Throw x3 dmg; victim knocked 20′ (save) |
| Silent Finish | h/s | Vital | 1att | Victim unc. 1d2r (save) |
| Kill Zone Projection | ALL | Weapon | 1P/1V | All targets in 10′ cone TH–4 (save) |
| Center Mass Pair | ALL | Weapon | 1att/1M | 2 shots same target; x3 dmg (save) |