I've been playing around with Signature Moves. I'm not sure all of these are valid combinations but I've enjoyed designing them.
Dimensional Wrench (combines Psychokinesis, Arm Lock, and Dimensional Step). As an action, pay 2d6, telekinetically grab your opponent, and apport the target to within melee range. The target appears with a reduced DEFENSE of 10 due to disorientation.
Sundering Flame (combines Pyrokinetic Blast, Aim, and Disarm). Once per turn, for a cost of 3d6, you can superheat the air surrounding an opponent’s weapon. Make a PSI vs. MELEE DEFENSE attack at a -2d6 penalty with an intent to cause the air to combust, doing 3d6 heat damage, and the target to drop its weapon.
Kinetic Reversal (combines Cannibalize and Psi-blast). Immediately after being hit by a melee or ranged attack, as a reaction, you absorb the kinetic energy of the attack, converting it to psychokinetic energy. Make a PSI vs. MENTAL DEFENSE attack to blast your opponent with a psychokinetic burst that does 1d6 per 4 points of converted damage. The blast has a range increment of 10’.
Telekinetic Slam (combines Psychic Leap, Levitation, and Pile Driver). For 3d6, you can leap 20’ vertically and telekinetically lift a single creature of size Medium or smaller up, over your head, and then slam them back down to the surface. Make a PSI vs. DEFENSE check. Your opponent takes 3d6 blunt damage and gains the Dazed condition.
Dynamic Projectile (combines Sidestep, Psychic Push, Throw Anything). When charged by an attacker, you casually step aside, causing him to rush past. As the target passes, you grab a limb, spin about, and, with a psychic shove to aid you, throw him at a second target. Make an attack vs RANGED DEFENSE. If successful, both opponents, thrown and targeted, are knocked prone and each takes 1d6 damage. This costs -2d6 of your attack dice.
Indomitable Last Stand (combines Die Hard, Biofeedback, and Lightning Flurry). Pay 2d6, when you drop to negative HEALTH you remain conscious. Your mind reacts and psychically hardens your skin, giving you a SOAK equal to your PSI score. Making a final stand against the enemy, you make one melee attack on every adjacent target. At the end of your turn you fall unconscious; form your countdown END dice pool.
Missile Reflection (Missile Deflection, Ricochet, and Aim). Whenever a ranged attack misses you, you may, as a reaction, reflect the attack against another opponent. Make a ranged attack with a +1d6 bonus to hit with a range increment of 10’. This costs 4d6.