Ok, here is what I think Harry would look like in the Hero System Up through at least Grave Peril (using I'm pretty sure its 3rd ed rules):
Str 12 (Cost 2)
Dex 12 (Cost 6)
Con 15 (Cost 10)
Body 12 (Cost 4)
Int 17 (Cost 7) (Harry is smarter than your average bear, and is quick on his mental feet)
Ego 18 (Cost 16) (Ego is primarily used in willpower rolls ie wizard stuff)
14 Pre (cost 4) (Mainly because of his imposing height)
10 Com (Cost 0) (How attractive he is, human baseline)
PD 3 (cost 1) (Harry isn't much tougher against physical attacks than you expect)
ED 10 (Cost 7) (Being a Wizard gives Harry better than normal resistance to energy)
SPD 2 (Cost -2)
Rec 5 (cost 0) (Harry doesn't recover his reserves any faster than you might expect)
End 40 (cost 5) (Harry's got deep reserves)
Stun 38 (Cost 12) (He can take a licking and keep on ticking)
Total Characteristic cost (72)
Skills Perks & Talents (roll 3d6 and subtract/add any modifiers):
Acting (everyman) Cost 0 Roll 8 or less
Climbing (everyman) Cost 0 Roll 8 or less
Concealment (everyman) Cost 0 Roll 8 or less
Conversation (everyman) Cost 0 Roll 8 or less
Deduction (everyman+skill mod) Cost 4 Roll 12 or less
Native Language (English 4 pts)
Paramedics (everyman) Cost 0 Roll 8 or less
Persuasion (everyman) Cost 0 Roll 8 or less
Shadowing (everyman) Cost 0 Roll 8 or less
Stealth (everyman) Cost 0 Roll 8 or less
Trans Familiarty (can drive Car) Cost 0
Area Knowledge (Knows Chicago) Cost 0
Prof Skill: Wizard Cost 8 Roll 17 or less
KS: Evocation (Used In Combat Spell activation, and not combat spells) Cost 5 Roll 14 or less
KS Thaumaturgy (Used In Combat Spell activation with -2 modifier, and not combat spells +2 modifier) Cost 5 Roll 14 or less
Criminology Cost 3 Roll 12 or less
Language Latin (1 pt) Cost 1 Roll successful translation on a 7 or less
Streetwise Cost 3 Roll 8 or less
Weapon Fam Staff Cost 1
Weapon Fam Gun Cost 1
Private Investigator License Cost 2 (Perk: Allows access to otherwise sealed knowledge)
Connected (Police) Cost 3 Roll of 12 or less (Perk: police officer will recognize or will know police officer)
Connected (Criminal) Cost 2 Roll of 11 or less (Perk: Criminal will know or will know criminal)
Connected (Supernatural) Cost 4 Roll of 13 or less (Perk: Supernatural entity will know or will know supernatural)
Find Weakness (Supernatural) Cost 10 Roll 11 or less (Perk: Successful roll halves DCV of supernatural opponent as long as combat lasts)
Follower: Bob (75 point base character base cost 15, drawback whoever posses Bob's skull controls Bob) Cost 10
Total Cost: 50pts
Disadvantages:
Distinctive Feature Height (unconcealable easily noticed) +15 Roll 14 or less to notice from distance
Watched:Doom of Damocles (Wardens, Powerful, Fanatic, Willing to Kill, extreme NonCombat Influence) +20
Code of Conduct:Honorable (will not break sworn word) +10 Has to roll 6 or less to break
Code of Conduct:Gentleman (will not hit woman, will come to aid of female) +10 Has to roll 6 or better to break
Code of Conduct: Rules of Wizardy (Will not use Black Magic) +10 Has to roll 6 or less to break
Reputation:Wizard (not taken seriously by society or Police; supernatural wary) +10 roll 11 or less to be recognized
Cannot Use High Tech (Random tech malfuctions in presence, very high chance on roll of 12 or less, can be used by character postively) +10 roll 11 or less for failure within 6 feet
Total Disadvantage Bonus: 105
Powers and Equipment:
Magic Multi Pool Cost: 45 (1d6 costs 5 pool points, 10 defense costs 10 character points)
Fuego 8d6 max 2d6 min in combat (Fire based EB) Line, Penetrating, Obvious Accessable Fragile Focus (OAFF), Gesture, Incantation, Activation 11 or less. End Cost 1 per 2d6 Character point cost 2
Servitas 8d6 max 2d6 min in combat (Wind based EB) Line, Knockback, OAFF, Gesture, Incantation, Activation 11 or less. End Cost 1 per 2d6 Character point cost 2
Shield (Force Wall) 1/2 ED 1/2 PD Minium 10 points, Max 40 pts Does not stop knockback, Obvious Accessible Focus, Vulnerable (transfers heat/cold/light), Hardened, End cost 2 per 10 points of combined defense Character point cost 1
Combat Thaumaturgy 8d6 max of effect 2d6 minimum, Requires full combat phase, concentration, activation 11 or less, incantation, gestures, focus item. (Can be used to bind) End Cost 1 per 2d6 of effect
(end of multipool)
Force ring 3d6 Max Knockback, OIFF, Stun Only, Gesture, 1 Charge (recoverable) Character point Cost 10 End cost 0
Pentagram Causes Light, Holy Item of Inherited Silver Character Point Cost 5 End Cost 2 End for every 6' of light per combat phase (when used as a holy attack draws power from multipower pool, 2d6 damage per use)
Wizard Sight (Perception Enhancement sees Aura/soul) Character point Cost 5 End Cost 0 (Roll mental attack vs Ego and if save fails 3d6 of stun only no body)
Note: Fuego Servitas hit ED, Force ring hits PD
Total power cost: 72
Base Character points: 90
Total Disadvantages: 105
Total Available: 195
Total Character Cost: 194
Available Character Points: 1