The following list is provided as a convenience to the player. While other advantages are of course allowed, these should be especially useful according to GURPS Monster Hunters 1: Champions, p. 22-25. Some may not be appropriate to a TL4 setting.
Cost Advantage Page
5 Absolute Direction B34
2 Absolute Timing B35
2/level Acute Senses B35
1 Alcohol Tolerance B100
Variable Allies B36
5 Ambidexterity B39
5 Animal Empathy B40
Variable Appearance B21
1 Autotrance B101
1 Brave MHI25
5/level Charisma B41
5 Clerical Investment B43
15 Combat Reflexes B43
10 Common Sense B43
Variable Contact Group B44
Variable Contacts B44
15 Danger Sense B47
15 Daredevil B47
5 to 15 Destiny MHI23-24, B48
15 Double-Jointed B56
3 or 6 DR 1-2 (Tough Skin, -40%) B46
5 Dual Shooting (Pistol) see below
5 Eidetic Memory B51
15 Empathy B51
Variable Enhanced Defenses 1 B51
1 Equipment Bond† MHI25
25 Extra Attack 1 B53
25 Extra Life 1 B55
2/level Fearlessness B55
5 Fit B55
5 Flexibility B56
5/gizmo Gizmos 1-3 B57
2/level Hard to Kill B58
2/level Hard to Subdue B59
5/level High Manual Dexterity B59
10 High Pain Threshold B59
5 Higher Purpose MHI24, B59
1 Honest Face B101
1 Improvised Weapons† MHI25, 60, 62-63, MA223
15 Intuition B63
10 Language Talent B65
2-6/language Languages MHI24, B23
5 to 15 Legal Enforcement Powers B65
5 to 20 Legal Immunity B65
3 or 6 Lifting ST 1-2 B65
Variable Luck B66
5 + 10/level Magery MHI24, B66
2/level Magic Resistance B67
5/level Magic Resistance (Improved, +150%) B67
10 Medium B68
1/level Night Vision B71
1 No Hangover B101
1 Off-Hand Weapon Training† MHI25
10 to 40 Patrons MHI24, B72
1 Penetrating Voice B101
15 Perfect Balance B74
15 Peripheral Vision B74
10 Photographic Memory B51
5 Pitiable MHI22
5 Prophetic Dreams see below
1 Quick Reload† MHI25
5 Rapid Healing B79
5 Rapier Wit B79
10 Regeneration (Slow) B80
Variable Reputation B26
Variable Resistant MHI24, B80
1 Ritual Mastery† MHI25
5 Sensitive B51
15/level Serendipity B83
1 Shtick B101
Variable Signature Gear B85
5 Single-Minded B85
5 or 10 Striking ST 1-2 B88
Variable Talent (any) see below, B89
1 Trademark Move† MHI25
15 True Faith B94
15 Unfazeable B95
5 Versatile B96
15 Very Fit B55
10 Voice B97
Variable Wealth B25
1 Weapon Bond† MHI25
20/level Wild Talent B99
10 Zeroed B100
† require specialization by skill or item.
Dual Shooting: Dual-Weapon Attack (H) Skill-0 [5]. Notes: You do not suffer the usual -4 penalty for shooting two guns at once. This does not remove the additional -4 for shooting with your off hand; take Ambidexterity or Off-Hand Weapon Training for that. (Though based on a technique, treat this as an advantage for simplicity.) 5 points [p. MH1:23]
Prophetic Dreams: Precognition (Only while dreaming, -70%; Passive Only, -20%) [5]. Notes: If something important is coming up in your future, the GM will roll against your IQ while you sleep; if successful, you have a hazy or metaphorical vision. This ability is so common among monster hunters that any champion may take it. 5 points [p. MH1:23]
Talent - Born War-Leader: Intelligence Analysis, Leadership, Savoir-Faire (Military), Strategy, and Tactics. REACTION BONUS: soldiers or professional warriors. 5 points/level [p. MH1:25]
Talent - Close to Heaven: Exorcism, Mediation, Religious Ritual, and Theology. REACTION BONUS: members of the clergy. 5 points/level [p. MH1:25]
Talent - Craftiness: Acting, Camouflage, Disguise, Holdout, Shadowing, and Stealth. REACTION BONUS: none!. 5 points/level [p. MH1:25]