Like Champions, it uses a tool-kit approach to creating effects. While the system does have more typical features of many RPGs, such as a skill system, most abilities in the Hero System rules are listed as generic "powers". Most powers are meant to be able to model a vast number of potential effects. When creating a character, a player decides on what effect they wish to create, then constructs this effect by consulting the powers in the rulebook. Most powers have a set of modifiers that alter their base performance to more finely-tune their representation of the effect desired. Each such modifier makes the power more or less capable, and correspondingly more or less expensive to purchase with character points (the "currency" used to buy powers; see the section following). The result is that many effects are possible from exactly the same base power. For example, while systems such as Dungeons & Dragons would list a wide variety of separate ranged attack powers that deal damage (such as a fireball, a lightning bolt, an acid spray, a magic missile, and dozens more), the vast majority of such effects in the Hero System would be constructed out of the same base two powers, "Blast" or "Killing Attack".
