In order to utilize a weapon to its fullest potential, one must utilize their weapon's Weapon Techniques. These abilities when performed cost Stamina Points in order to use, but function as a regular attack (adding to the attack's cost). Some abilities grant options to perform them without spending Stamina, but often come with a penalty when not spending Stamina.
When it specifies "spend 1 Stamina", it is an additional 1 Stamina being added to your attack roll's regular Stamina cost. For example, if you want to make a Thrust with your sword, you spend 10 Stamina for the attack and an additional 1 Stamina to apply Thrust, thus making the total Stamina Cost 11 to attack instead.
Weapon Techniques marked with (๐ธ) are able to be combined with other weapon techniques. You cannot use multiple Weapon Techniques if you choose not to spend Stamina on them, and are instead limited to one. In addition, if a Weapon Technique specifies it targets a certain part of the body you cannot combine it with another Weapon Technique which targets a different part of the body.
If a Weapon Technique would specify it deals no damage and you combine it with another Weapon Technique which deals an effect in addition to dealing damage, it doesn't deal damage however the effect is still resolved.
Simple techniques are techniques which can be used on any weapon despite being made for Simple Weapons. Simple Techniques marked with ษฎ are Combat Maneuvers, a special type of technique.
Spend 1 Stamina before making an attack to deal an additional +2d8 weapon damage. Alternatively, no Stamina can be spent however this deals a -5 penalty on your attack and only deals an additional +2d4 weapon damage. (๐ธ)
Spend 1 Stamina to apply Subduing to your weapon if it does not already possess it. Alternatively, no Stamina can be spent however Subduing only reduces the -5 penalty to -2. (๐ธ)
For each attack past your first attack you can choose which weapon you're attacking with (your main hand or off-hand), dealing damage as appropriate. Your off-hand weapon is the weapon opposite of your first weapon which you didn't attack with (for example if you attack first with a longsword and then attack with your dagger, your dagger is considered your off-hand). Choosing to Two-Weapon Fight is a Simple Technique, and you suffer a -8 penalty on your off-hand attacks when choosing to do so, and a -4 penalty to your main hand. (๐ธ)
A coup de grace involves skewering or otherwise brutalizing a downed foe. The opponent needs to be paralyzed, helpless, or unconscious in order to do this. This attack always costs 12 Stamina to make and is an automatic hit, and the opponent takes damage - the severity of which is up to the attacker. If they wish to hack off a limb, kill the opponent, decapitate them, or merely injure certain areas they can.
On a successful hit you deal no damage and the opponent is knocked prone. 2 Stamina Points can be spent on a Trip attack to increase the penalties imposed upon the target by an amount equal to the sub-ability score you add to damage (if any). For example, normally Power would be used to increase the penalty. (ษฎ)
On a successful Wrestling attack you deal no damage and the opponent takes a -2 penalty to Physical Defense and attacking costs twice the SP normally required. On subsequent rounds you must spend 2 Stamina Points to maintain the grapple on your target or let go.
While you have a target grappled you can sacrifice 5 Stamina Points at the beginning of your turn (after Stamina Regen) and upon doing so you make an attack with your unarmed strikes, natural attacks, or a one-handed weapon against the opponent with a +5 bonus to-hit, and on a successful hit the opponent you choose where the attack hits and the attack receives Penetration (1d6) if it didn't already possess it. If the attack possessed Penetration prior, increase the die step by 1 or set it to 1d6 (whichever is higher). (ษฎ)
On a successful Disarm skill check you deal no damage and the opponent's weapon falls from their hands in a square adjacent to them. See the Disarm skill for additional details on resolving Disarm checks. You can spend 4 Stamina as part of the Disarm check in order to cause the opponent to take their weapon's damage if the check is successful. (ษฎ)
You can make an attack roll against an opponent's piece of equipment (excluding armor) as if it were them. Damage dealt to the object is halved, and dealt to its Integrity as if it were its Hit Points. 5 Stamina Points can be spent when making a Sunder attack to ensure the damage dealt isn't halved, however half of the damage you deal is dealt to your own weapon's Integrity. If you use an unarmed strike instead to do this, you take the weapon's damage automatically directly to your Hit Points upon doing this. (ษฎ)
This Weapon Technique can only be performed as part of a Charge action, and when performing a Bull Rush you roll your attack roll against an opponent's Physical Defense, and on a successful hit you push them back 1 square and can continue moving with the target and stop at any point mid-movement. For every 5 points you beat their Physical Defense by, you push them an additional 1 square back. If the target would end up hitting a wall they take 1d6 bludgeoning damage for every square the wall stopped them from moving (4 squares would be 4d6 for example).
4 Stamina Points before deciding to Bull Rush in order to apply the Staggered condition at Moderate Intensity to the target of their Bull Rush if they successfully hit. (ษฎ)
This Weapon Technique can only be performed as part of a Charge action, and when performing an Overrun you roll your attack against an opponent's Physical Defense, and on a successful hit you move through their square during your movement. If you bypass their Physical Defense on an Overrun by 5 or more, the target is knocked prone. You can make as many Overrun attempts as there are opponents in your path of movement, however for each additional opponent past the first you must spend a cumulative 2 Stamina Points before making the Overrun.
In addition to this, 4 Stamina Points can be spent before making the Overrun to knock opponents out of the way if you bypass their Physical Defense by 5 or more instead of just knocking them prone. Doing this you push them 1 square away as part of your movement and continue moving. This doesn't knock them prone but instead causes them to suffer Stagger at Low Intensity. (ษฎ)
You make an attack roll at your target against their Physical Defense and on a successful hit they are moved from their original square into an adjacent square but otherwise take no damage. For every 5 points over their Physical Defense you move them an additional 1 square in a straight line when moving them to their new square.
4 Stamina Points can be spent before making a Reposition and on a successful attack roll the opponent is Dazed at Low Intensity and falls prone in addition to the effects of Reposition. (ษฎ)
You make an attack roll against your target's Physical Defense and on a successful hit you swipe a single unattended item that is on their person and within your reach, and you now hold this item. If you attempt to take a shield or weapon currently being wielded off of the opponent this instead is a Disarm check being used for a Steal, and the opponent receives a bonus to Physical Defense against this check equal to the bonus they receive from their Weapon rank with the held weapon (for example, they'd receive a +5 for being Trained with Swords against Steal checks while they're wielding a sword in hand).
You can spend 2 Stamina Points after making a Steal attempt to stash it away in a pouch, satchel, or similar container if it would fit in it. If this is done the opponent cannot perform a Steal to take it back on the next turn immediately after. (ษฎ)
You can make a Trickery check against the target's Mental Defense and on a successful hit they take a -5 to their Physical Defense and Mental Defense until the beginning of your next turn. If the opponent wants to attack you however they take a -2 to-hit against you.
You can spend 4 Stamina Points before making a Feint so that on a hit the opponent suffers Confusion at Moderate Intensity. (ษฎ)
Spend 5 Stamina before making an attack to grant your weapon Penetration (1d6). If it already possesses Penetration, increase the die by one step (1d6 -> 1d8, etc.) (๐ธ)
Spend 1 Stamina to make an attack using the sword's pommel. This attack only deals 1d6 points of bludgeoning damage, but on a successful hit they are inflicted with Staggered at Low Intensity for a number of rounds equal to your Power.
Spend 2 Stamina before an attack roll and if your attack hits you roll damage twice, using the higher of the two and adding half of the other damage result to your total. (๐ธ)
Spend 2 Stamina to Parry, and this costs no Integrity to do as opposed to the regular cost of a parry. This can only be used once per round.
Spend 1 Stamina on a sword attack which deals piercing damage, you move a number of squares free equal to your Agility sub-ability score before making your attack. (๐ธ)
Spend 1 Stamina on an attack which deals piercing damage and on a successful hit you deal damage and push the opponent back 1 square (or 2 squares if your polearm has the Reach quality). Alternatively, no stamina can be spent to deal no damage on the attack and to push the opponent back 1 square (Reach doesn't increase this unlike normal). (๐ธ)
Spend 1 Stamina to use the butt of the polearm as a 2d4 bludgeoning weapon that possesses the Subduing and Reach qualities. Alternatively no Stamina can be spent to only deal 1d6 bludgeoning damage with Subduing and Reach.
Spend 2 Stamina and make an attack in a 3 square cone with your polearm. Each opponent hit is knocked prone and takes damage. Alternatively no Stamina can be spent, however Sweep will deal no damage. (๐ธ)
Spend 1 Stamina and on a successful hit with your axe you pull them 1 square towards you in addition to dealing damage. Alternatively no Stamina can be spent however Hook will deal no damage when used like this. (๐ธ)
Spend 2 Stamina to use the butt of the axe as a 2d8 bludgeoning weapon with the Subduing and Fatiguing quality. This still uses the axe's Weapon skill for the purposes of attacking. Alternatively no Stamina can be spent however the damage is only 2d6 bludgeoning and the Subduing quality.
Spend 2 Stamina before making an attack roll, and on a successful hit you deal an additional 2d6 points of damage to an opponent's Defense Points. If the weapon possesses the Pounding weapon quality this deals 2d8 damage to Defense Points in addition to the effects of Pounding. (๐ธ)
Spend 1 Stamina before attacking, and if you hit you deal damage and the inflict the opponent with Staggered at Low Intensity for 1d4+Power rounds. If you deal damage to the opponent's Hit Points, they're also inflicted with Pain at Low Intensity for 1d4 rounds. (๐ธ)
Spend 2 Stamina before making an attack roll, this attack will always go against legs and on a successful hit the opponent reduces their movement speed by 4 (minimum of 0 sq. move speed). This reduction to move speed lasts for 2d4 rounds. (๐ธ)
Spend 1 Stamina when attacking an opponent wearing metal armor. This attack causes a loud clang against the metal, inflicting Deafened at Moderate Intensity for 1d6+Power rounds. (๐ธ)
Spend 1 Stamina to attack two opponents which are adjacent to each other, dealing damage as normal but taking a -2 penalty to hit. Alternatively no Stamina can be spent, but the penalty increases to -8 instead. This technique doesn't work on Crossbows. (๐ธ)
Spend 1 Stamina to bounce an arrow or crossbow bolt against a barrier within your bow's range, counting the barrier as a new point of origin for the purposes of cover. (๐ธ)
Spend 2 Stamina to reduce your bow's range by half and deal an additional +1d12 points of damage with your attack. Alternatively no Stamina can be spent, but you take a -5 to hit and only gain a bonus +1d8 points of damage.
If the weapon is a Crossbow, you treat your Crossbow as having the Deadly and Fatiguing weapon qualities instead of adding to the damage, and if you choose to not spend any Stamina you instead only gain Deadly or Fatiguing (your choice) and take a -5 to hit. (๐ธ)
Techniques which can only be performed by someone using their unarmed strikes/natural weapons. Due to the nature of some attacks, some can only be done with Brawling attacks, and others with Wrestling attacks.
Spend 2 Stamina in order to make your Brawling or Wrestling punch attacks deal bludgeoning and piercing damage against opponents with no Head armor, this attack will always target the head on a successful hit. If the opponent takes damage from this attack, they are unable to speak for a number of rounds equal to the amount of Neck Jab attacks which hit them. (๐ธ)
Spend 2 Stamina on a Brawling kick attack to push an opponent out of your way. Opponents one size category larger than you or smaller are forcibly moved backwards 1 square per point of your Power if you successfully hit them.
Spend 2 Stamina to make a Wrestling attack in order to lock an opponent's arms in place to prevent them from using them. On a successful hit an opponent your size category or smaller than you has their arms locked in place and cannot use them for 1 round unless they succeed at a Tumble or Contortion check against your Physical Defense plus the skill bonus granted to you by Wrestling.
While engaged in a nelson, you cannot use your arms either unless you willingly let go of the opponent (which can be done outside of your turn), or they escape. You also cannot move unless they manage to break free or are willingly let loose.
Spend 2 Stamina on a Brawling punch or kick attack in order to disable one of their limbs. On a successful hit, the opponent takes half damage and you make an additional Brawling attack (with a +5 bonus) against their Bodily Defense. If their Bodily Defense is hit, the arm being targeted is disabled and unable to be used for 1 round. This also prevents the usage of two-handed weapons if the target only has two arms available, or other tasks which require more than one hand.