Nope, Mutants and Masterminds ate that boat.
Not only ate that boat, but at least in this area, ate all the other Superhero boats too (there used to be a pretty active Champions group in the area, but they went Mutants & Masterminds and never looked back).
To the OP, is there a particular reason you don't want to go with Mutants and Masterminds?
I ask because 2e is pretty close to d20 Modern overall in play (six attributes, AC/defense, three saves, skill points, feats, standard and move actions, d20 conditions) and has options hit points or wounds/vitality if you don't want the toughness saves.
Alternatively for replacing Toughness Saves we've gotten good results out of giving heroes/villains 50 hit points (staggered at 20; mooks/normals only get 10hp) and having damage dealt be 1d20 + Power Level - Toughness (or other defense). Recoveries restore 10 hit points. It maps reasonably close to the average combat length produced by Toughness saves, but is less swingy.