| Level | Passives | Actives |
| 1 | Pugilism | Haymaker |
| 2 | Hardened Physique | On the Chin |
| 3 | One, Two Combo | Surprise Uppercut |
| 4 | Renewed Fury | Headbutt |
| 5 | Acceptable Losses | Adrenaline Rush |
| 6 | Consecutive Normal Punches | Savage Fighter |
| 7 | Hardened Knuckles | Pumped Up |
| 8 | Popping Strikes | Pummeling Combo |
| 9 | ||
| 10 | ||
| 11 |
Unarmed Martial Abilities
Haymaker – 1
You may spend 1 Stamina when rolling to hit for Nonlethal damage to deal 50 percent more damage.
Pugilism – 1
When dealing nonlethal damage, roll the damage with Advantage.
Hardened Physique – 2
Gain a bonus to DR equal to half your Highest Martial Rank bonus.
On the Chin – 2
You can spend 2 Stamina to turn all damage you would take from a single attack into nonlethal damage.
One, Two Combo – 3
Whenever you make a Push the Attack action with an Unarmed Strike you may take an additional attack with the same penalty.
Surprise Uppercut – 3
You may spend 1 Stamina as a Basic Action to make a single Unarmed Strike against an opponent and consider that opponent Flat-Footed for the attack.
Headbutt – 4
You may spend 2 Stamina to make an Unarmed Strike as a Quick Action with no Iterative penalties.
Renewed Fury – 4
When you defeat a non-Mook Grade hostile creature, you regain 1 Stamina.
Acceptable Losses – 5
After taking a rest action, you gain an amount of Temporary Hit Points equal to your Constitution score. These Temporary Hit Points stack with other sources of Temporary Hit Points and are lost last. However, they do not stack with themself and are simply refreshed on a rest.
Adrenaline Rush – 5
You may spend 1 Stamina to invert Wound penalties until the start of your next turn.
Consecutive Normal Punches – 6
You gain a +1 bonus to attack for each consecutive hit against the same target in the same round with Unarmed Strikes.
Savage Fighter – 6
You may spend 2 Stamina when making the Wild Attack action to not suffer from the penalties that turn.
Hardened Knuckles – 7
You bypass an amount of DR with unarmed attacks equal to your attack Attribute modifier.
Pumped Up – 7
You may spend Stamina at a 1:1 ratio to increase the damage track of your unarmed strikes by that much until the end of the encounter.
Popping Strikes – 8
The Iterative stage of all attacks you make during the Push the Attack action are one lower.
Pummeling Combo – 8
You may spend 2 Stamina before taking the All-Out Attack action to gain an additional stage 1, 2, and 3 Iterative attack with your unarmed strikes on that action.