LEVEL 1 MANEUVERS
Fists of Steel [Improved Damage 1]: Increase unarmed damage to 1d6.
Hornet's Sting [Stun]: Attack at -2, and the target hit must save vs. paralyzation or be stunned for 1 round. Stunned characters cannot perform a stunt and suffer -4 to AC.
Little Whirlwind [Increase Speed]: When making Acrobatics stunts, increase speed by 10x the stunt die result in feet for that round.
Monkey's Dance [Withdraw]: Do not draw attacks when leaving melee at full speed if an Acrobatics stunt is made for the round.
Snatch the Pebble [Improved Called Shot]: -2 penalty to called shots, instead of the normal -4 penalty.
Spider Scuttle [Prone Fighting]: Suffer no penalties when in a prone position.
Swaying Grass Stance [First Stance]: AC increases to 12.
Tiger Vault [Leaping]: Jump 20' plus 1' per level, even from a dead stop.
Tumbling Leaves [Lessen Fall]: Ignore falls of 20 feet or less, half damage from greater falls.
Waves on the Beach [Instant Stand]: Stand from a prone position without losing actions for the round.
LEVEL 2 MANEUVERS
Cleanse the Chi [Healing]: Once per day, the character may regain 2 hit points per level.
Dragon and Tiger [Extra Attack]: The character may make one extra attack with an off hand weapon or martial arts each round with no penalties to hit.
Felling Trees [Trip/Throw]: A successful attack at -2 to hit knocks the opponent prone. Prone targets suffer -4 to AC and must spend one round to get up.
Fists of Jade [Improved Damage 2]: Increase unarmed damage to 1d8.
Grab the Serpent's Tail [Disarm]: A successful attack at -2 to hit disarms the opponent. A second attack roll allows the attacker to decide where the weapon goes, otherwise it flies 2d6 feet in a random direction.
Immortal's Sight [Perception]: Detect opponents on all sides equally, unless hidden or invisible.
Secret of the Trigram [Fast Spellcasting]: When casting spells, increase initiative by +1. Only Shamans and Wizards may learn this maneuver.
Stone Ox Charge [Breakthrough]: When making Fortitude stunts, wooden walls and similar obstructions do not hinder movement or cause damage when breaking through them.
Way of Water Stance [Second Stance]: AC increases to 14, +1 if Swaying Grass Stance is also known.
LEVEL 3 MANEUVERS
Cloud Somersault [Flight]: Fly 60'+10'/level. Must land at the end of each round or fall.
Iron Skin [Damage Reduction]: Take half damage from the selected type of weapon: blunt, missile, piercing, slashing. Magical weapons always do full damage.
Phoenix Strike [Double Damage]: Attack at -4, and if successful roll double the normal damage dice (before modifiers).
Secret of the Zodiac [Resist Magic]: +2 bonus to saving throws against magical spells and effects.
Shooting Star Strike [Lesser Immobilize]: Attack at -4, and the target hit must save vs. paralyzation or be immobilized for 1 round. Immobilized characters cannot perform any actions and are automatically hit.
Twin Viper Strike [Double Attack]: When making Acrobatics stunts, on a successful attack, a second opponent adjacent to the target struck with equal or lower AC also takes damage.
Twisting Bamboo Stance [Third Stance]: AC increases to 16, +1 for each lesser stance known.
None of this is OGC yet. It's still in draft phase. But then I don't care if anyone wants to borrow it for their home game.