The gods of Alethia occasionally bestow blessings on those born within the protection of one of the pillars they empower.
These Divine Blessings are optional Advantages that can be taken during character creation.
Deep Sight [16]
Tremor Sense [10]
Resilience [2 /lvl]
Ore Sense [10]
Acute Sense (Detection Sense) [2 /lvl]
Extra Uses [2]
Precious Metal Sense [5]
Acute Sense (Detection Sense) [2 /lvl]
Extra Uses [1]
(Metal) Sense [3]
Acute Sense (Detection Sense) [2 /lvl]
Extra Uses [1]
Gem Sense [5]
Acute Sense (Detection Sense) [2 /lvl]
Extra Uses [1]
Mud Walker [5]
Sand Walker [5]
Petrification Resistance [3]
Pass Earth [13]
Earth Glide [2]
Pass Stone [27]
Stone Glide - [2]
Earth Shaping [12 /lvl]
Metal Shaping [10]
Shard Shot [5]
Stunning Impact [4]
Scree Blast [7]
Weight of the Mountain [18]
Hard to Resist [2/lvl]
Detect Fire [4]
Acute Sense (Fire) [2/lvl]
Extra Uses [1]
Fire Resistance [3/lvl]
Ignition [1]
Infravision [9]
Light of Agnitejas [1]
Reduced Cost [1/lvl]
Increased Duration [1 / level]
Night Vision [1/lvl]
Temperature Tolerance (Hot) [1/lvl]
Ash Control [6/lvl]
Control Flame [10/lvl]
Flame Guardian [5][+1 for skill]
Heat Haze [5/lvl]
Area of effect [2 / level]
Extend Duration [2 / level]
Allied Heat Haze [2]
Level up [5 / level]
Blinding Radiance [10]
Cinder Bolt [6/lvl]
Cinder Shroud
Shroud Density [2/lvl]
Light Shielding [3/lvl]
Ember Aura [2/lvl]
Flaming Fist [3]
Enhanced Duration [1]
Flaming Foot [1]
Light Beam [8/lvl]
Ruin [7/lvl]
Amphibious [9]
Water Pressure Resilience [5]
Deep Ocean [5]
Temperature Tolerance: Cold [1/lvl]
Frost Resilience (Damage Resistance) [5/lvl]
Gills [9]
Nictitating Membranes [1/lvl]
Speak Underwater [5]
Detect Water [5]
Acute Sense (Water) [2/lvl]
Extra Uses [1]
Slippery (Divine) [2/lvl]
Walk on Liquids [8]
Terrain Adaptation: Snow [5]
Terrain Adaptation: Ice [5]
Control Water [14/lvl]
Mighty Control [5]
Mist-Step [20]
Carrying Capacity (light) [10]
Carrying Capacity (Medium) [20]
Carrying Capacity (Heavy) [30]
Carrying Capacity (Extra-Heavy) [40]
Extra Range [5]
Slipstream [19]
I you already have Amphibious [-7]
Speed Boost [6/lvl]
Hydro-Blast [13]
Ice Lance [12]
Blood-to-Ice [9]
Filter Lungs [5]
Terrain Adaptation: High Winds [5]
Lightning Resistance [4/lvl]
Detect (Air) [3]
Acute Sense (Air) [2/lvl]
Extra Uses [1]
Slow Fall [9]
Reliable [2/lvl]
Hold Breath [2/lvl]
Control Air [13/lvl]
Wind-Leap [8/lvl]
Wingless Flight [30]
Gliding [10]
Walk on Air [13]
Double Jump [4]
Lightening-Step (Warp) [20]
Carrying Capacity (light) [10]
Carrying Capacity (Medium) [20]
Carrying Capacity (Heavy) [30]
Carrying Capacity (Extra-Heavy) [40]
Extra Range [5]
Gale Blast [6/lvl]
Range [2/Lvl]
Selective Area [5]
Razor Wind [12]
Gale Burst [4/lvl]
Twin Tempest [5]
Lightning Bolt [9/lvl]
Arcane Sight [13]
Chaos Advantage [8]
Extraordinary Luck [7]
Ridiculous Luck [15]
Arcane Defense [5/lvl]
Magic Resistance [5/lvl]
Demonic Claws [5]
Demonic Horns [7]
Demonic Legs [13]
Demonic Wings [24]
Magic Resistance [5/lvl]
Rad Resistance [1/lvl]
Abyssal Claws [3]
Abyssal Horns [5]
Abyssal Transformation [9]
Abyssal Legs [8]
Abyssal Wings [20]
Dimension Step [20]
Reliable [5/lvl]
Carrying Capacity (light) [10]
Carrying Capacity (Medium) [20]
Arcane Shield [24]
Chaos Surge [19/lvl]
Magical Suppression Field [9]
Stars of Idrajas [10]
Yondigarha Goddess of Life/Healing/Vitality
Healing Affinity (+ on healed)
Resilient (Hard to kill) 2 points / level
Detect (Living) 30 points
Extended Lifespan 2 points / level
Longevity 2 points
Healing 30 points
Rapid Healing 5 points
Very Rapid Healing 15 points
Healing Receptivity 6 points
Aura of Healing Receptivity 26 points
Vishraki God of Death
Illness/Disease Resistance +3 3 point
Illness/Disease Resistance +8 5 point
Illness/Disease Immunity 10 point
Detect (Undead) 10 points
Medium 10 points
Radiation Tolerance Variable
Shadow Form 50 points
Spirit Empathy 10 points
Pradimar God of War/Contest/Honor
Ambidexterity 5 points
Combat Reflexes 15 points
Enhanced Block 5 points
Enhanced Dodge 15 points
Enhanced Parry 10 points
Extra Attack (1) 25 points
Satkuthan Goddess of Civilization/Knowledge/Trade/Law/Order
Empathy (Sensitive) 5 points
Empathy (Full Empathy) 15 points
Eidetic Memory 5 points
Language Talent 10 points
Photographic Memory 10 points
Cultural Adaptability 10 points
Xeno-Adaptability 20 points
Single Minded 5 points
Social Chameleon 5 points
Voice 10 points
Masaundari Goddess of Love/Beauty/Lust
Fit 5 points
Flexability 5 points
Double Jointed 15 points
Charm/Compulsion Resistance +3 3 points
Charm/Compulsion Resistance +8 5 points
Charm/Compulsion Immunity 10 points
Voice 10 points
Shyrztikalā God of Creation/Art/Craft
High Manual Dexterity 5 points / level
Artisans Vision -
Visualization (Crafting Only) 10 points
Talent (Gifted Artist) 5 points / level
Talent (Artificer) 10 points / level
Control (Stone)
Control (Metal)
Pathayā God of Travel/Journey/Exploration
Absolute Direction 5 points
Enhanced Move (Land) 20 points
Perfect Balance 15 points
Walk on Air 20 points
Walk on Liquids 15 points
Saphānria Goddess of Dreams/Wisdom/Secrets
Common Sense 5 points
Danger Sense 15 points
Less Sleep 2 points / level
Doesn't Sleep 20 points
Fearlessness 2 points / level
360° Vision 25 points
Intuition 15 points
Clairsentience 50 points*
Mind Reading 30 points
Mind Probe 20 points
Mind Shield 4 points / level
Oracle 15 points
Serendipity 15 points / level
Olrish and Asani Twin Gods of Nature/Animals/Plants
Animal Empathy 5 points
Speak with Animals 25 points
Plant Empathy 5 points
Speak with Plants 15 points
Acute Sight 2 points / level
Acute Hearing 2 points / level
Acute Taste/Smell 2 points / level
Animal Familiar (Ally) Variable
Claws 2 points
Detect (Plants) 20 points
Detect (Animals) 20 points
Shapeshifting 15 points
Sharp Teeth 2 points
DR: Fur (Tough Skin) 2 point / level
Temperature Tolerance 1 point / level
Many of these advantages will be found in the standard Advantages list under character creation, however the prices will be modified to incorporate the specific limitations and levels of the advantages found here.
All of the above Advantages include the Limitation: Divine Power -10%.
This limitation means that the power is only available at times and in places where the god's power grants you access to it. Area's outside of their influence, such as the deep astral, would not permit access to these powers as the gods power doesn't reach beyond the world they cannot leave.
This is a fantastic spread. You've captured the domains well. To make these feel like "Blessings" from HWFWM rather than just standard GURPS traits, we should add some Active Powers (built as Advantages) and Passive Boons that interact with the world mechanics.
Here are some expansions and new power ideas for each deity:
Weight of the Mountain (Affliction): 20 points. Increases the subject's local gravity/weight, reducing their Move and Dodge.
Geological Intuition: 5 points. You always know how deep you are underground and the shortest path to the surface.
Diamond Skin (DR with "Limited: Physical only"): 4 points/level. Your skin takes on a crystalline sheen.
Cauterize (Healing): 10 points. Healing (Self Only -20%, Temporary Disadvantage: Moderate Pain -20%, Discipline of Faith: Ritual -10%). You can seal your own wounds with flash-heat.
Aura of Ash: 15 points. Obscure 2 (Vision; Always On -20%). A constant swirl of cinders makes you harder to target.
Explosive Step: 15 points. 1 Level of Super Jump, but creates a "Crushing" explosion (1d) at the point of takeoff.
Flash Freeze (Binding): 20 points. You turn the ambient moisture into ice to root an enemy in place.
Hydraulic Force: 10 points. Crushing Attack (1d, Double Knockback +20%, Jet +0%). A high-pressure blast of water.
Fluidity of Form: 15 points. Damage Resistance 2 (Limited: Crushing -40%). Your body "gives" like water when struck.
Static Discharge (Burning Attack): 15 points. 1d burning; adds "Side Effect: Stunning +50%".
Vacuum Pocket: 15 points. You can briefly remove the air around a target's head (Suffocation rules).
Wind-Whisper: 10 points. Clairaudience (Limited: Only where wind can travel -20%).
Wild Surge (Affliction): 25 points. Target must roll on a "Wild Magic" table or suffer a random disadvantage for 1 minute.
Twist of Fate: 15 points. 1 Level of Slippery Luck (You can force a GM to reroll a critical hit against you).
Mana Sight: 10 points. Detect (Mana Flow/Ley Lines).
Overgrowth (Binding): 15 points. Rapidly grow local flora to entangle foes.
Purify Body: 10 points. Resistance to Poison (+8) that you can "share" with one person by touch.
Vibrant Presence: 5 points. Animals and children are instinctively calm around you (Reaction Bonus +2).
Grave-Touch (Leach): 25 points. You can steal 1 HP/second from a pinned or willing target.
Terminal Lucidity: 15 points. When you drop below 0 HP, you ignore all entry-level "Death" penalties for HT checks for (HT) rounds.
Dead Man’s Stare (Terror): 30 points. Foes who meet your eyes must check for Fright.
Battle-Sense (Danger Sense): 15 points. (Limited: Only during combat -20%).
Weapon Bond (Blessing): 1 point. You can form a mystical bond with any weapon you hold for more than an hour.
Tactician’s Eye: 10 points. You can instantly perceive the ST and DX of anyone you watch fighting for 3 rounds.
The King's Peace (Affliction): 20 points. Based on Will. Target finds it physically impossible to draw a weapon or initiate violence for 1 minute.
Contractual Binding: 10 points. You know instinctively if someone is lying while signing a document in your presence.
Perfect Appraisal: 5 points. You know the exact market value of any non-magical item.
Enthralling Beauty (Pitiable): 5 points. Enemies find it morally difficult to strike the first blow against you.
Siren’s Call (Mind Control): 30 points. (Sensory Based: Sound -20%, Suggestion Only -50%).
Harmonious Aura: 10 points. You grant +1 to all "Help" actions performed by your allies within 5 meters.
Object Reading: 20 points. You can see the "history" of an item by touching it.
Mend (Healing for Objects): 15 points. You can repair broken inanimate objects by "healing" their structural integrity.
Master’s Touch: 10 points. You can ignore up to -3 in penalties for "Improvised Tools."
Unfettered Step: 10 points. You ignore all penalties for "Difficult Terrain" (forests, rubble, etc.).
Home-Path: 20 points. You can "mark" one location and always know the exact distance and direction to it, regardless of distance or dimensions.
Lightfoot: 5 points. You leave no tracks or scent while walking.
Dream Walk: 20 points. You can enter the dreams of someone sleeping nearby to communicate.
Whisper of Secrets: 15 points. Once per day, you can ask the GM for one "secret" about a person or place you are looking at.
Veil of Forgetfulness: 15 points. You can make someone forget the last 30 seconds of their life (Will resists).
Bestial Reflexes: 15 points. You can use your "Peripheral Vision" to defend against attacks from behind as if they were from the front.
Thorn-Skin: 10 points. Anyone who grapples you takes 1d-3 piercing damage per turn.
Green-Walk: 15 points. You can step into one tree and emerge from another tree within 10 meters.
Which of these gods’ lists should we refine first into a "Template" that a player can choose during character creation?