Hermes

## Dominion

Hermes is the God of Messengers, Communication, Omens, Guides, Spirit Passage, Thieves, Trickery, Persuasion, Cunning, Merchants, Trade, Roadways, Travelers, Border Crossings, Hospitality, Diplomacy, Language, Alchemy, Athletes, Sports, Swiftness, Animal Husbandry, Luck, Sleep, and Invention.

## General Traits

Hermes' kids are usually viewed as some of the most sly, clever, and sneaky demigods. They're often agile, quick-witted, friendly, competitive, persuasive, and rather lucky. They're comfortable wandering into unknown places, as they rarely lose their way. Even if they do, this is a group of demigods that can almost always find a way out trouble in a pinch, whether that means running away, slipping out unnoticed, or even talking themselves out of trouble, as they're almost never at a loss for words. Additionally, they tend to be quite good at compromise, very entrepreneurial, and rather good with almost all domesticated animals. Other demigods are often suspicious of Hermes' kids, as they are naturally skilled thieves, can be incredibly manipulative, and are known for being pranksters. Nonetheless, children of Hermes are some of the most versatile demigods and make for great guides, traveling companions, comedians, and conversationalists.

## Abilities

### All

* **Locksmith:** Pick almost any lock, or at least have knowledge of how to get past anything that might be considered a lock, even if it is technological or magical.
* **Sacred Vocalist:** Speak to and understand hawks, hares, rams, snakes, and tortoises.
* **Trap Master:** Design and implement excellent traps for any given type of prey, as well as be able to sense the presence of traps.
* **Vagabond:** Have a strong sense of directions, locations, and other means of navigation, even in completely unfamiliar places.

### Common

* **Astral Projection:** Send one's spiritual self into the astral plane, where one is only visible or audible by entering the minds of others, most often while they sleep. One's physical body is vulnerable during this time.
* **Diplomat:** Quickly and easily come up with excuses, lies, tactful truths, and other means of soothing tension or manipulating others. Also have increased persuasive skills that can cause even highly suspicious people to let their guards down. Additionally, have an increased cultural sensitivity and awareness, be able to learn languages easily through brief exposure, and be able to understand customs, traditions, and governmental structures quickly and easily.
* **Flight:** Sprout wings to fly.
* **Intangibility:** Make oneself able to pass harmlessly through anything, regardless of state of matter or harmful properties.
* **Sanctuary:** Protect anyone staying as a guest somewhere outside of their home. As long as the protected individual is a welcome guest, no harm can come to them.
* **Stealth:** Turn invisible, deafen all sounds one makes, and hide one's scent.
* **Super Speed:** Be supernaturally fast and agile.
* **Traveling:** Disappear in one location and reappear elsewhere in a matter of seconds. Additionally, be able to create portals that can cover much, much greater distances.

### Uncommon

* **Divine Punishment:** Cause an intended target to feel immense searing pain.
* **Duplication:** Create copies of oneself, but potentially risk dividing one's skills, abilities, or personality traits among them.
* **Fortune Finder:** Sense, summon, manipulate, and sometimes even create money, gemstones, treasures, and other sources of wealth and currency. Also be able to curse them such that others who possess or steal them suffer from various misfortunes.
* **Scramble:** Manipulate the senses of others to confuse and disorient them, curse others to be lost, lower accuracy of others when attacking, curse others to be unable to communicate their thoughts clearly and effectively, deafen or steal voices entirely, distort all forms of communication to cause misinterpretation, even telepathic ones and prophecies, be able to mimic sounds and voices with near perfection, and even be able to initiate the trade of voices, bodies, or abilities.
* **Somnokinesis:** Control and manipulate sleeping and waking.

### Rare

* **Rogue's Touch:** Steal and absorb anything and everything about another individual, usually through physical contact. This includes memories, thoughts, feelings, physical skills, abilities, personality traits, energy, and all other attributes. As it steals energy, it weakens the target, which may cause fatigue, blackouts, comatose states, and even death, depending on duration of use. Everything fades eventually, although remains inside oneself indefinitely, just hidden away in one's subconscious. May also cause confusion, disorientation, and an identity crisis for oneself, particularly if one lacks experience.
* **Prophet:** Receive visions, dreams, or prophecies of the future, both mundane and extreme. Also have a very generally very accurate awareness of when a plan is unfavorable or an action won't end well and be naturally skilled at making the best choices when presented with options.
* **Shapeshifting:** Turn one's physical form into anything, but primarily living things.
* **Transmutation:** Use energy and knowledge of alchemy to convert anything into anything else, provided they have the same general composition and the value of matter present remains equal.