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Harry Potter (Daniel Radcliffe) during the Philosopher's Stone era

Harry Potter

(Philosopher's Stone era)


Power Level:
Game system: DC Heroes Role-Playing Game

“These people will never understand him ! He’ll be famous – a legend – I wouldn’t be surprised if today was known as Harry Potter day in future – there will be books written about Harry – every child in our world will know his name !”
— Professor MacGonagall


Context

Presenting who Harry Potter may not be necessary. We have two sets of DC Heroes RPG stats for the lad, representing part of his growth :

  1. Harry during the Philosopher’s Stone era, at age 11.
  2. Harry during the Chamber of Secrets era, at age 12.

Background

  • Real Name: Harry James Potter.
  • Marital Status: Single.
  • Known Relatives: James Potter (father, deceased), Lily Evans Potter (mother, deceased), Vernon Dursley (uncle), Petunia Dursley (aunt), Marge Dusley (aunt), Dudley Dursley (cousin), Sirius Black (godfather, unknown to Harry).
  • Group Affiliation: Gryffindor House, Gryffindor Quidditch team.
  • Base Of Operations: Hogwarts School of Witchcraft and Wizardry; during the summer 4 Privet Drive, Little Whinging, Surrey.
  • Height: 4’6” Weight: 70lbs Age: 11 (July 31, 1979).
  • Eyes: Brilliant green Hair: Black, untidy.


Powers and Abilities

Harry Potter is a young boy discovering a world of magic that he belongs to. He is learning the ways of magical spells and creatures, although Potions is the subject he is worst at.

When Voldemort tried to kill him as a baby after having done the same with his parents. But the lethal curse bounced off Harry and devoured Voldemort himself, instead. This left Harry with a lightning-bolt shaped scar in the forehead and a strange link to Voldemort (who barely survived).

By the times of the 2nd book this link was limited to Harry being able to talk with snakes. Once discovered by the magic community that made him a more somber figure. Parselmouths (talkers of the parseltongue, or snake language) are usually only dark wizards and witches.

Before discovering his magical legacy, Harry displayed some bursts of wild magic (Sorcery). These helped him get out of hard situations (like making disappear a crystal plate in the zoo so his cousin was entrapped in the boa cage, or jumping 10‘ high to escape a beating) even though he didn’t control them.


Description

See illos.


Personality

Harry’s life was tough under the Dursley’s. His uncle and aunt only reluctantly accepted him in the house and his bully cousin constantly kicked him. The boys at school kept their distance away from Harry so that Dudley wouldn’t kick them too.

Though a bit depressed for living at a house where he was no-one, Harry took everything with a grain of salt. Thus he was almost used to his life when Hagrid appeared and revealed the wonderful truth to him. Ever since, magic has been the sun in Harry’s life. It allowed him to have friends, to be appreciated, to be special and to discover his past.

Harry is a nice guy who still isn’t aware of how bold he really is. He is a real friend of his friends and will make anything to help any of them in trouble. In sum, a true Gryffindor.


DC Universe History

It’s easy to include the whole HP universe into the DC Universe, specially if keeping true to the official chronology. That’s 1979 for Voldemort’s first strike, and 1990 for Harry’s entrance in Hogwarts.

This is almost as a joke — it was 1990 that DC published The Books of Magic mini. So you can put Harry in place of Tim Hunter. After the test of the trenchcoat brigade (maybe erased from his mind) sent to Hogwarts to learn his ways into magic, Hedwig included.


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Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

Harry Potter (Philosopher’s Stone era)

A 1200 HPs character

Dex: 02 Str: 01 Bod: 02 Motivation: Upholding the Good
Int: 03 Wil: 03 Min: 03 Occupation: Wizard Student
Inf: 03 Aur: 02 Spi: 04 Resources {or Wealth}: 006 (000 in the Muggle world)
Init: 008 HP: 025

Powers:
Detect (Voldemort) (ML): 06, Reflection (ML): 09, Sorcery: 01, Speak with Animals (ML): 06

Skills:
Acrobatics (Quidditch): 04, Animal Handling (Care, Training): 02, Detective (Clue Analysis): 02, Evasion (Aerial only): 04, Occultist (Create Artifact, Occult Knowledge, Ritual Magic): 01, Thief (Stealth): 02, Vehicles (flying broomstick): 04

Bonuses and Limitations:

  • Reflection is always on, only against Voldemort (-4) and does also apply to MIND and SPIRIT, besides BODY (+2).
  • Detect is Always On and Fatiguing once Voldemort is detected (subtract the real distance to Harry from the APs of Detect: thus, if Voldemort was detected when 2 APs away, the attack would be a 4/4) (-2).
  • Sorcery’s use cannot be controlled by the Player (-4), and is used to make odd things happen when Harry is upset, angry, or frightened that would help him (0). After start learning Ritual Magic, Sorcery becomes Seriously Marginal (-2).
  • Speak with Animals allows only to speak Parseltongue, the language of snakes (-4).
  • Occultist (Build Artifact) is limited to Potions (-5 BC).

Advantages:
Pet (Hedwig)

Connections:
Albus Dumbledore (Powerful, Low), Hagrid (High), Ron Weasley (High), Hermione Granger (High), Gryffindor House (Low).

Drawbacks:
Age (11), Creepy Appearance (lightning-bolt scar on forehead), Enemy (Voldemort), Innocent (towards the magic world), MIA (Learning about his parents), MPR (nearsighted), Public Identity, Uncertainty, Wand Dependant (see new rules), Misc.: body mass is 1 AP.

Equipment:

  • NIMBUS 2000 [BODY 03 STR 02, Flight (ML): 06, R#2]. This was the fastest magic broom by the year 1991.
  • Invisibility Cloak [BODY 03, Invisibility (ML): 08, Invulnerability (ML): 15, Obscure (ML): 20, Limitations: Invulnerability applies only vs. age, Obscure applies to the cloak only, not the user]. Note: up to three people can use the cloak at the same time, applying the usual Multi Attack penalty as a bonus to detection].
  • Harry’s Magic Wand [BODY 02 SPIRIT 06, Flash (ML): 01, Flame Being (ML): 01, Bonus: Flash has Range +2 but must always be used at full Range (it throw sparks) (+1), Limitation: Any damage to the wand adds to a R# that starts at R#7, although while unharmed the wand has R#0 (-1)]. Holly and phoenix feather core, 11” long. A wand is essential for most Rituals in Harry’s Genre.

Rituals:
Lumos, Wingardium Leviosa (see “Harry Potter Spells” entry) plus some minor unnamed Transfiguration spells [Matter Manipulation: 01, Transform: 01, Transmutation: 01].


Hedwig, Harry’s snowy owl

Dex: 02 Str: 00 Bod: 02
Int: 03 Wil: 01 Min: 02
Inf: 01 Aur: 01 Spi: 02
Init: 006 HP: 005

Powers:
Claws: 01, Cold Immunity: 02, Flight (Winged): 04, Migrapower: 08, Shrinking (Always On): 04, Ultra-Vision: 04

Bonuses and Limitations:
Migrapower is a obscure but official DCH Power that basically helps you get to your destination even if you don’t quite really know where you are. Hedwig is especially good at it.

Skills:
Acrobatics (Aerial): 04, Thief (Stealth, only while flying): 05


Knave of wands

Wand Dependant (10 HPs Drawback)
All rituals halve their RAPs if cast with a leased wand and divide RAPs by 3 if casting them without a wand at all. This Drawback is quite common to all wizards in the Harry Potter world, either human or half-giant. House elves and gnomes are not allowed to carry wands.

About wands in the Harry Potter Universe:

  • Wands greatly enhance magical ability but aren’t essential. Wizards can make things happen inadvertently in moments of great stress or emotion (Sorcery) and House Elves can use magic easily but would still seem to benefit from a wand. The wands act as a lens to focus the wizard’s efforts.
  • Wands are a combination of a particular type of wood and a magical ingredient. Wands using cores from the same exact source (not just “phoenix feather”, per example, but the same phoneix’s feathers) are antithetical to one another and when they both cast a spell to the owner of the other in the same round they are subject to the Priori Incantato effect: they get magically grabbed and are forced to show their previous spells, repeating them in a shadow-like way. Which wand forces the other to tell the spells cast is the result of a battle of wills.
  • Broken wands can be used but have a very high R#, failure leading to some sort of backfire.
  • Wands tend to be uniquely suited for a given wizard —a particular wand will work very well for a particular individual and will be of much less use to another person. This complementary nature is strong enough for wizards to recognize their wands on sight despite the lack of visually distinguishing marks. Any given wand also tends to be especially good for a certain kind of magic —James Potter’s wand was supposed to be particularly suited for Transfigurations, for example (when it’s a known field it’s shown as an Expertise in the wand’s description).
  • Wands SPIRIT score: in “The Deathly Hallows” it is revealed by Ollivander’s that “the wand chooses its owner” is more than a say: the reason leased wands work worst is they don’t “trust” their new user. They must be won, either by defeating their previous owner (not just “handler”) or, with time or will, exerting control over the wand.
    This is resolved with AURA/AURA rolls vs. the wand’s SPIRIT/SPIRIT: one of these rolls can be attempted every 24 hours. Once the new user has scored RAPs equal to the wand’s SPIRIT, it considers the user master and spells can be cast with the wand normally.

By KalEl el Vigilante.

Source of Character: “Harry Potter and the Philosopher’s/Sorceror’s Stone” novel.

Helper(s): Puffnstuff, Roy Cowan, Mike Davis, Sébastien Andrivet.

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