I'm looking to bring Champions characters into a Pulp setting. But what do I do about their powers?
Here's what I'm looking at:
1. A character with ice-based projectiles.
2. A character with pretty standard "high fantasy" magic
3. A character with different powers every sixty minutes
4. Batman, sort of.
I have no problem moving Batman into Pulp, and I don't really have a problem moving the magic-user into setting, I can just scale back the specifics of magic.
But the other two....how can I balance the presence or lack of powers?
In a Champions setting, powers became the source of character identity, and practically a character unto themselves. If I strip them out, I'm worried about the disconnect. If I leave them in, it may become a balancing issue.
Suggestions? Thoughts?