I'd never made a Costumed Adventurer before - the closest I've come is my gadgeteer, Polymath - and while playing around with the examples in Instant Superheroes, was disappointed with the lack of variety. They're all different versions of Batman! So I thought I'd make a few that weren't. Here's the first: a Monster Hunter template. This is a sub-archetype of the Costumed Adventurer with a focus on hunting things that go bump in the night. The overall build is similar, but the feats, skills, and equipment are revised to match this orientation. Most important are the Ritualist and Hunter Lore feats. Note that equipment can and should be shuffled around mission by mission if the Hunter has adequate time to prepare the right tools for the job he's taking on.
Comments are welcome, especially since this is my first build in this archetype.
PL 10, 150 pp
Strength 16, Dexterity 16, Constitution 18, Intelligence 14, Wisdom 18, Charisma 10
Attack 12, Damage 3 (6 with shotgun or katana / 8 with sneak attack), Defense 9 / 12 with dodge / 5 flatfooted, Initiative 7, Grapple 15, Knockback 4
Toughness 8 (including Con bonus, Tough, and Armored Jumpsuit), Fortitude 5 (9), Reflex 6 (9), Will 4 
Climb 4 (7), Swim 4 (7), Acrobatics 4 (7), Escape Artist 8 (11), Stealth 8 (11), Computers 4 (6), Disable Device 6 , Investigate 8 (10), Knowledge: streetwise 6 , Knowledge: arcane lore 10 (12), Search 8 (10), Medicine 4 , Notice 8 (12), Sense Motive 8 (12), Survival 4 , Bluff 11 (11), Disguise 4 (4), Gather Information 8 , Intimidate 11 (11)
Critical Strike (The Undead), Tough 1, Dodge Focus 3, Evasion, Power Attack, Defensive Attack, Seize Initiative, Improved Initiative, Uncanny Dodge, Heightened Awareness, Sneak Attack, Equipment 8, Fearless, Hardy, Hunter Lore, Luck 2, Ritualist, Skill Mastery, Track
Masterwork Lockpicks (+2 to Disable Device checks, 1 ep)
Armored Jumpsuit (+3 Protection, subtle, 4 ep)
Motorcycle (Speed 5, 9 ep)
Arsenal (BP 18 ep + 5 APs = 23 ep)
BP: Flamethrower (+6 damage, autofire, 18 ep)
AP: Shotgun (+6 damage, loaded with solid slugs, 11 ep)
AP: Crossbow (+3 damage, fires wooden stakes, 7 ep)
AP: Heavy pistol (+4 damage, loaded with silver bullets, 8 ep)
AP: Katana (+3 damage, 5 ep)
AP: Holy Water Grenade (as Frag Grenade, +5 burst area damage, "holy" descriptor, 15 ep)
Other equipment (3 ep)
Abilities 32 + Skills 32 + Feats 29 + Combat 42 + Saving Throws 15 + Powers 0 = 150
When faced with supernatural beings, such as werewolves, vampires, ghosts, demons, etc, a successful Knowledge (Arcane Lore) check (whose DC is determined by the GM) lets you know any drawbacks / vulnerabilities common to all or most members of its type. This is based on Super-Senses 4 (Detect Weakness, Requires Check [-1], Limited: Supernatural Beings [-1], Limited: Racial Characteristics Only [-1]).
When you are making a saving throw against effects with the Disease or Poison descriptors, the saving throw DC modifier is reduced by half. This is based on Immunity 2 (Disease and Poison, Limited: Half Effect [-1]).
When you would normally be surprised in combat, make a Notice check (DC 15). Success means you are not surprised and may act during the surprise round (if any). This feat is essentially Danger Sense (Mental).