TEXT: Converting DC Heroes to GURPS Supers
  By Mark Manzano
  This article is an attempt at making general  conversions of DC:
  Heroes to GURPS: Supers. As most of the DC characters are relatively
  powerful these should be taken as guidelines, with the resulting
  conversions tailored to a given Supers Campaign. However conversions that
  use these conversion notes will not be  balanced, and again they should be
  adjusted to fit a given campaign. 
  Conversion Notes
  Stat Conversions: As DC: Heroes has 9 and only four of them are really
  needed for basic stat conversions. The conversions take the APs (In a
  given range.) of a given DC Heroes stat and attempts to find the closet
  value in GURPS terms.
  DC: Heroes STR  to GURPS ST
  APs
  Formula
  1 to 5
  x 1.5 +5 = ST
  6 to 10
  x 2 + 5 =  ST
  11 to 20
  x 2.5 + 5 = ST
  21 to 30
  x 2.5 + 10  = ST
  31 to 40
  x 2.5 + 15  = ST
  41 to 50+ x 2.5 + 25 = ST
  DC DEX to GURPS DX
  APs
  Formula
  1 to 5
  x 2  + 5 = DX
  6 to 10
  x 2. + 10 = DX
  11 to 30
  x 2 +  15 = DX
  31 to 50 +x 2 + 20 = DX
  DC INT to GURPS IQ
  APs
  Formula
  1 to 5
  x 1.5 + 5 = IQ
  6 to 10
  x 2 = IQ
  11 to 20
  x 2 + 5
  21 to 50+ x 2 + 10
  DC Body to GURPS HT
  APs
  Formula
  1 to 10
  x 2 + 5
  11 to 20
  x 2.5
  21 to 30
  x 2.5 + 5
  31 to 50+ x 2.5 + 10
  As for the other DC: Heroes stats the following conversions are
  suggested, at least the ones that have any effect in GURPS.
  WILL: If a character has a will score of 10 +. They should have the Strong
  Will advantage at the rate of 1 per 5 APs  of the character's Will Stat.
  
  INFLU: Divide this by 5. If any of the results are 1+ then give that
  character +1 levels of the Charisma advantage equal to the resulting
  number. 
  As for the rest of the DC: Heroes stats (MIND, AURA, SPIRIT) none of them
  apply.
  Advantages
  Area Knowledge: This one in the DC Heroes rule book costs  a minimum of
  twenty points. As far as this goes the character should buy the
  appropriate Area Knowledge skills at the character's IQ Level.
   
  Attractive: This is the equivalent of the Appearance: Handsome / Beautiful
  Advantage.
  Connection: This is the equivalent of the contact advantage. Treat them
  basically like their GURPS equivalent. 
  Connoisseur: This is basically the GURPS Savior-Faire skill and should be
  bought at the character's IQ level.
  Gadget: Treat these a Gadgets under the GURPS supers rules.
  Genius: This is the Gadgeteer advantage.
  Gift of Gab: This is the Bard skill bought at IQ + 2 (four Pts). In
  addition any character who has this advantage gets Charisma +1 (5 Pts).
  Headquarters: There is no equivalent.
  Insta-Change: This is basically a costume advantage with a special effect.
  It lets the character change instantly from their street clothes into
  their super costume just by thinking about it. For a costume to do this
  add 5 points to the costume advantage.
  Intensive Training: A character with this advantage ether has the GURPS:
  Martial Arts; Trained by a Master, or the Weapons Master advantage or
  both. Depending on the character's background.
  Iron Nerves: A character with this gets Strong Will +2.
  Leadership: A character with this has the Leadership skill at their IQ
  level +1.
  Lighting Reflexes: This is the same as the Combat Reflexes advantage.
  Luck: This is the Luck advantage at the 30 Pts level.
  Omni-Connection: There is in GURPS equivalent. But here's a suggested new
  advantage to cover this. 
  Universal Contacts 
  (Varies)  
  A character who has this advantage as a chance of developing a temporary
  contact in any situation. The amount of points needed for this depends on
  
  the roll needed to find such a connection in a given situation.
  Roll Needed
  Frequency
  Pts
  15 or less All of the time.
  200
  12 or less Quite often.
  100
  9 or less
  Fairly Often
  50
  6 or less
  Rarely
  25
  And of course these die rolls are subject to any modifiers that the GM can
  think of..
  Pet: See GURPS: Bestiary for this one.
  Popularity:  This is a Reputation +4 (Everybody, all of the time). 
  Rich Family/Freinds: A character with this advantage has a Patron who is
  richer then they are. 
  Scholar: This is a the same as having a high level mental skill. Treat
  this as the equivalent skill at IQ + 4 level.
  Sharp Eye: The character has Acute Vision +1.
  Silent Assistant: The character has an unknown ally who know the
  character's secret ID, and is willing to help the character. This is just
  like a normal Ally for frequency of appearance. However the character does
  not know who this ally is so the point cost of this Ally has a  -5 point
  cost.
  Miscellaneous Advantage: Use the appropriate GURPS advantage.
  Drawbacks / Disadvantages
  AGE: This is ether the Age disadvantage, for older characters. Or it's the
  Youth disadvantage. 
  Authority Figure: Characters with this one get the following. A high
  status level, coupled with a  sense of duty towards ones home country, and
  sometimes a fanaticism about it as well. Assess the appropriate point
  values as per the GURPS Basic Rules Book.
  Dark Secret: This one is a secret  that will  destroy a character if it
  becomes known. Secret: (-30 points).
  Exile: This is a negative reputation on the character home world, or
  country. It is good for a -4 reputation (Everybody, all the time, home
  country or planet only) (-4 Pts).
  Guilt: Treat this as ether a -1 point quirk if mild enough, or treat it as
  a  -5/-10 disadvantage. At the -5 point level the character worries about
  the problem that caused his/her feeling of guilt. Or at the -10 level the
  character has to make a will roll on a weekly basis or they suffer from
  overwhelming guilt. Ant they are a -1 for all mental skills. In addition
  they suffer a -1 for subsequent will roll to pull out of their current
  "guilt trip"
  
  Innocent: This is the Gullibility disadvantage.
  Irrational Fear: Treat this as the appropriate Phobia disadvantage from
  GURPS. 
  Irrational Attraction: This is ether a quirk if minor enough. Or it's a
  major mental disadvantage. Some of them include; Compulsive Behaviors,
  Fanaticism, Greed, Lecherousness, etc.
  Married: This is a variation of the  Dependents disadvantage. Basically
  the character is married to a normal who knows the character's super ID. 
  Take an additional -10 points for this.
  Mistrust: This is a negative reputation with law enforcement personnel it
  is a -2 reaction, all of the time. and is worth - 4 points.
  Physical Restriction: take the appropriate physical disadvantage from
  GURPS.
  Psychological Instability: Take the appropriate mental disadvantage from
  GURPS, or Supers.
  Public Identity: This is just like the Supers disadvantage. 
  Rage: This is the GURPS Berserk disadvantage. If a character has this at
  the catastrophic level add bloodlust as well.
  Secret Identity: Just like the Supers disadvantage.
  Strange Appearance: This is the same as being hideous looking (-20 Pts).
  Traumatic Flashbacks: Treat these a the Flashback disadvantage (Su18).
  Uncertainty: This is a -10 point disadvantage. When a character who has
  this disadvantage, they because of self doubt might hesitate before taking
  action. They have to make a successful will roll to act, in any crisis
  situation. 
  Vulnerably: These should be taken as the appropriate GURPS disadvantages.
  Miscellaneous Drawbacks: Buy the appropriate disadvantages from GURPS.
  Skills
  To convert DC: Heroes skills to GURPS the following Formulas should be
  used. As DC Heroes skill all have sub skills, they are all listed here for
  your convince. Also most of the sub skills have obvious GURPS
  counterparts. Any of these conversions with a modifier of less then on
  count as one.
  Skill Conversions
  DC Heroes
  Formula
  Acrobatics
  APs  10 + DX
  Climbing
  APs  5 + DX 
  Dodging
  NA
  Gymnastics
  NA
  
  Animal Handling
  APs + 10 + IQ
  Animal Training
  APs  5 + IQ
  Animal Riding
  APs + 5 + DX
  Artist
  APs  10 + IQ
  Actor
  APs  5 + IQ
  Musician
  APs  10 + DX
  Painter
  As per artist
  Photographer
  APs  5 + IQ
  Sculptor
  APs  5 + DX
  Writer
  APs  5 + IQ
  Charisma
  NA
  Interrogation
  APs  5 + IQ
  Intimidation
  APs + 5 + IQ
  Persuasion (Fast Talk)APs  5 + IQ
  Detective: All of these should be bought as ether, Criminology (APs  5 +
  IQ) or Forensics (APs  10 + IQ).
  Gadgetry: Buy the appropriate technical skills.
  Martial Artist: See the GURPS Martial arts book for ideas on this.
  Medicine (Physician)
  APs  10 + IQ
  First Aid
  APs  5 + IQ
  Medical Treatment
  NA
  Surgery
  APs  20 + IQ
  Military Science
  NA
  Camouflage
  APs  3 + IQ
  Cartography
  APs  5 + IQ
  Demolition
  APs  5 + IQ
  EMC
  APs  5 + IQ
  Tracking
  APs  5 + IQ
  Occultist
  APs  5 + IQ
  As for the rest of the occultist skills see GURPS: Magic and Magic items
  for their equivalents.
  Scientist: buy the appropriate science skills at: APs  10 + IQ.
  Thief
  NA
  Escape Artist
  APs  10 + DX
  
SOURCE: textdata/thevault/GURPS [multi]/SETTING/supers/DC Heroes/GURPS - Converting DC Heroes .pdf