Crazy Jerome
First Post
Champions despite being classless and universalist system can generate characters that interact with very different mechanics. Compare a mentalist superhero with a brick, a brick with a flying energy projector. In both cases, they roll with combat values and power effect dice, but the flying energy projector interacts with turning radii and range, the brick doesn't. The mentalist is probably comparing his result to ego values to see how much mind control he exerts rather than counting up Stun and Body. And doing even get me started on a wizard hero with a variable power pool and skill checks to rearrange his points.
In the context of this discussion, I suspect the above could be a little misleading for those that aren't familiar with the Hero System. Hero would seem an odd bird to be claiming different subsystems for different characters, since Hero is generic, and the flavor is applied on top. An "energy blast" can be a fireball, lightning bolt, enhanced punch, laser beams, or any number of straight damage effects that aren't directly killers.
I'll partially grant you the mentalist one, though in the end note that is no more than "use this stat instead of this other stat for attack and defense." And historically, the effects across all powers have been handled one of 3 or 4 ways. A "mental attack" may be used to construct a mind-alterating chemical, injected physically.
So I put this down not to differences among clear sub system, but rather differences in the scope of the whole set of mechanics, which you can then add on any character you please. You may decide to limit certain effects (or advantages or limitations) to certain characters concepts in order to make these differences more stark, but that is a campaign decision, not a system one.