Weapon Master
You have a high degree of training or unnerving talent with a particular class of muscle-powered weapons (swords, bows, etc. – not guns). Available classes are:
All muscle-powered weapons. 45 points.
A large class of weapons. Examples: all bladed weapons, all one-handed weapons. 40 points.
A medium class of weapons. Examples: all swords, all ninja weapons. 35 points.
A small class of weapons. Examples: fencing weapons (main-gauche, rapier, saber, and smallsword), knightly weapons (broadsword, mace, shield, and lance). 30 points.
Two weapons normally used together. Examples: broadsword and shield, rapier and main-gauche. 25 points.
One specific weapon. 20 points.
In all cases, if a weapon can be thrown, the benefits of this advantage also apply when throwing that weapon.
When using a suitable weapon, add +1 per die to basic thrust or swing damage if you know the relevant weapon skill at DX+1. Add +2 per die if you know that skill at DX+2 or better. You also have half the usual penalty to make a Rapid Strike (see Melee Attack Options), or to parry more than once per turn (see Parrying). None of these benefits apply to default use.
You are familiar with – if not proficient in – every weapon within your class. This gives you an improved default: DX/Easy weapon skills default to DX-1, DX/Average ones to DX-2, and DX/Hard ones to DX-3. Note that these skills are no easier to learn, and may not be "bought up" from the improved defaults in order to save points.
Finally, you may learn any cinematic skill that names this advantage as a prerequisite – e.g., Blind Fighting and Power Blow – if you could reasonably use that skill with your weapons of choice. The GM is the final arbiter in all cases.
This trait is best suited to a "cinematic" swashbuckling game. The GM may wish to forbid it in a realistic campaign.