Could be hard to make gods under SR4 rules without completely throwing caps out the window, and the abilities of most gods don't merge well into a rigid system, I think.
But let's see, with caps:
Thor - Norse god of Thunder
Attributes: B 6(9)(+1), A 5, R 5(6)(+3), S 7(10), C 4, I 2, L 3, W 4, M 40, E 6.
INIT/IP: 8/2, CM: 13/10
Qualities: Aptitudes(Throwing Weapons), Toughness, Will to Live 3, Guts, Exceptional Attribute(Strength), Resistance to Toxins, Adept, Mentor(Dragonslayer).
Main skills: Clubs 6(9)(Hammers +2), Throwing Weapons 7(10)(Overhand +2), Unarmed Combat 6(9), Perception 4, Stealth Group 4, Athletics Group 4, Navigation 6, Survival 5, Etiquette 2, Intimidation 6, Leadership 5, Pilot Exotic Vehicle(Flying Goat-drawn Chariot) 6.
Powers: Combat Sense 3, Critical Strike 6, Improved Strength +3, Improved Body +3, Improved Clubs 3, Improved Throwing Weapons 3, Improved Unarmed Combat 3, Improved Reflexes 1, Mystic Armor 5, Natural Immunity 5, Pain Resistance 6, Inertia Strike, Smashing Blow, Iron Will 2, Missile Mastery, Quick Draw(Hammer), Penetrating Strike 3, Power Throw 28.
Dragonslayer: +2 dice for Intimidation, -1 die to all actions if he's broken a promise (until he can attone).
Metamagics(Initiate Grade 34): Adept Centering, Attunement(Hammer, +17 dice), Masking, Extended Masking.
Gear: Mjölnir(Attuned War Hammer: DV (STR/2+2)P, Reach 1), Goat Drawn Chariot with Anchored Create Lightning spell, Force 10).
Armor: Leather + Mystic Armor: 7/7.
Weapons: Unarmed [DV 11S, AP -3], Mjölnir [DV 7P, +1 Reach], Mjölnir Thrown [DV 36, Range 66m/132m/198m/330m]
There, how's that for a thunder god?

Personally, I'd add an advanced Metamagic that allows him to use Adept Powers to augment the hammer, and I'd allow him to buy the Spell Knack (One Less Giant) with the Geas that it can only be used through the attuned hammer. But you said according to the book.