The character has had extensive Training, Organization, and/or Field Experience against fighting a specific adversary – though nothing personal against them such as Enmity. This must be some homogeneous group or species (or subgroup if not universal), individual, cult, brotherhood, a group intersection on a cultural and/or regional basis, etc. which has regimented, consistent, predictable behavior patterns that can be learned and countered through study, hunting, fighting and other interaction. It affects all checks to assess what they might do next such as plan attacks, as well as combat, and social situations. If the adversary does not follow their normal behavior for some reason, all advantages are inapplicable. Examples of this are “The goblins of bloodstone pass”, “The Knights of the Bright Torc”, “Cultists of the Angry God’s – Sect of the Yellow”, etc.
Simple Application: The application of the knowledge may be a simple modification to a Maneuver, such as a study of a Handbook of a Maneuver in Action.
SIGNIFICANT EXPERIENCE: Reference works alone may only provide the foundation for gaining a [mechanics based] advantage. To reflect the practice and experience to gain that benefit consistently, typically requires a cost in Character Points.
This presents a good opportunity for adding Character Story elements to the Character.