This lens reflects why you are willing to fight and risk your life as a monster hunter.
For a greater explanation of these, see GURPS Monster Hunters 1: Champions, p. 7.
Disadvantage: -15 points chosen from among
-15† Compulsive Thrill-Seeking (9)
This normally costs -10, but for the lower self-control number
-15 Divine Curse (Monster Magnet)
-15 Duty (12 or less; Extremely Hazardous)
-15 Enemies (Monster of the week; 9 or less; Unknown)
-15 Fanaticism (Hunt Monster)
-15† Greed (12)
-15† Obsession (Rid the world of monsters) (9)
This normally costs -10, but for the lower self-control number
-15 Sense of Duty (Humanity)
† These disadvantages offer a chance for you to resist them. The listed cost of the disadvantages assumes the given self control number (usually a 9), i.e. if you roll a 9 or less on three dice you are able to resist your disadvantage (although you never have to resist if you don't want to). The self control number and cost of these disadvantage can be modified as follows:
Your Resist Self Control Number Cost Modifier
quite rarely roll of 6 or less 2x normal cost
fairly often roll of 9 or less 1.5x normal cost
quite often roll of 12 or less normal cost
almost all the time roll of 15 or less 0.5x normal cost