TOMAGOMB Supers AAs

The first thing to keep in mind when considering super AAs is this: don't forget the TOMAGOMB AAs and TOMAGOMB Modern AAs. While some will not be up to the power level of super combat, many other AAs lead up a progression to something worthy of a superhero. While my list of suggestions will not be exhaustive, consider some of the following AAs.

From the modern list:

Beneficial Paranoia, Block Block, Bullet-Tooth (especially at the gritty level), Cage Match, Critical Thinker (for a crit-based character), Diehard and Die Another Round, Dirty Fighting, Dual Prowess, Gifted and Talented, Go Postal!, Hard Knocks, Haul Off and Hit 'Em (with the Super Strength class feature, this advances to x3 for one-handed and x4 for two-handed), Keep On Rollin', Laborer (for extremely high-Strength supers), Latent Specialty, Let Sleeping Dogs Lie, Light-Footed Stride, Medic!, Nimble, No Weak Point (if the GM is using the called shot rules), Potent, Rapid Reload, Stat Breaker (depending on the campaign's factors), Talented, Toughness, Triage Surgeon, Assassin's Strike, Crazy Legs, Did Someone Get the License Plate of That Truck? (for a crit-based character), Fate Gambler, Flurry of Death, Miracle Worker and Guardian Angel, Harmony with the Tao, I'd Rather Be Lucky Than Good, Endurance & Improved Recovery & Incredible Recovery to get to Miraculous Recovery (who doesn't love regen?), Ironfist Training (for the monk types), Master at Arms, My Robot!, Nerd Rage!, Opossum's Tenacity, Swift Arms, Weapon Attunement, Weapon Critical, Weapon Lord.

From the original list:

Evoker's Flair (it also counts for the Energy Beam class ability), Foaming Rage, Insidious Mind, Dream Fighter & Blind Master, Frenzied Rage, Strong Spirit & Great Spirit & School Specialization & Spell Specialization (for those who like to focus), Lingering Thoughts, Lucid Fury, Thermal Chameleon & Mask the Soul & Utterstill (depending on what kind of opponents you face), Mental Anguish, Unarmed Master, and Weapon Master.

Immaculate Costume
Whether a scientist's creation or an otherworldly inheritance, you have acquired a costume that can survive the sort of punishment a super goes through without tearing, fraying or staining. In addition, your costume's toughness grants you a small measure of toughness as well, giving a +1 AC bonus, reducing all energy damage by 1, and stacking with armor.

Extra Potent
Prerequisites:
 * Potent AA

You gain 2 stat points to spend. Your stat caps are unaffected.

Special: The GM may remove the prerequisites for Extra Potent in cosmic campaigns, and may allow the AA to be taken multiple times in both potent and cosmic campaigns.

Super Toughness
Prerequisites:
 * Toughness AA
 * 1 or more ranks of Super Tough class feature

You gain +2 AC.

Special: The GM may remove the prerequisites for Super Toughness in potent or cosmic campaigns, and may allow the AA to be taken multiple times.