A few nice stunts in my Batman writeup:
http://www.jimbutcheronline.com/bb/index.php/topic,19290.0.htmlAnticipate (can anticipate reactions of anyone faster and prepare to compensate; +1 initiative vs those with speed powers and they don't automatically go first)
Study Weakness (+1 Lore to finding the Catch or other weaknesses of superhuman adversaries. May research even normally "personal" weaknesses)
Always Ready (+1 to making Declarations to have a gadget or small amount of obscure substance helpful to the situation. Up to 3 times/session may make such declarations even when they'd be implausible)
Crazy Prepared (start each session with up to 20 pounds of high-tech gadgets or obscure substances satisfying Catches without having to roll resources)
Gadget Mechanic (as car mechanic but for gadgets)
Reliable Innovation (gadgets Batman makes are always shielded vs electronic warfare and almost never malfunction; use his modified craftsmanship as hexing DC)
The High Ground (enemies take -2 on perception rolls to locate you as long as you are in a higher elevation)
Shadow Dodge (+2 to dodge when standing in darkness)
Evasion (if hit, takes up to 2 less stress from extra shifts in area attacks)
Brains Over Superbrawn (attackers with Strength powers take -1 attack and -1 dodge when fighting Batman in melee as their own strength is used against them)
One-Man Army (when personally outnumbered, +1 to your melee attacks)
Counterblow (as Riposte, but for fists)
Dual Blow (as off-hand weapon training but for fists-Batman usually uses high weapon rating fist attacks like powered brass knuckles, armored gloves and Batarangs)
Bypass Arcane Defense (blocks with spells or supernatural powers are at -2 strength vs your unarmed attacks)
Find The Gap (you can find a chink or weak spot in most defenses; armor vs your unarmed attacks is treated as 2 lower)
Roll With The Blow (if hit, takes up to 2 less stress from extra shifts in melee attacks)
Counter Superstrength (through special training, Batman has learned how to absorb, roll with and counter superhumanly strong blows; he takes 1/2 extra damage from more than human strength)
Slippery Mind (stealth modifies discipline for mental and social defense)
Training Over Magic (+2 dodge against targeted spells)
Antimagic Training (if hit, takes up to 2 less stress from extra shifts in magical attacks)