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WaywardCraft

This is a mod based off the TV series "Supernatural" that adds various items and mechanics and species you can play as or fight against to immerse yourself in the SPN universe
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Description

WaywardCraft

 

Saving people. Hunting things. Not always in that order.

Note: This mod is heavily WIP and will have lots of content/bug fixes and may have some placeholder textures or registered things. Follow the hunter's journal as a ingame wiki as it has good information

WaywardCraft is a Supernatural-inspired overhaul for survival servers and hardcore worlds. Every player is something: a human with a shotgun's worth of nerve, a monster in a village, a ghost bound to a place or object, an angel looking for a vessel, a demon for a way in. Nobody is told what anyone else is. The mod is designed so that what makes a server interesting is the people on it, and what it is interesting to find out is who you're talking to.

 

It is a NeoForge 1.21.1 mod. It requires SupernaturalCore and Ako's Evil Skill Tree (both ship with it) and Patchouli for the in-game journal. AAA Particles is optional and turns on the Effekseer visual effects.

 

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Built for SMP and hardcore

 

- You pick once. On first join you pick Human or Monster, then a first and last name. That name is your nameplate and your voice in chat. There is no going back without an operator.

 

- Death means something, but it's not always the end. A human who dies can come back as a ghost bound to a place or an object. A vampire's victim rises as a thrall. A werewolf's bite spreads. A monster who dies wakes up in Purgatory and has to earn a way out. A bearer of the Mark of Cain cannot die at all, and pays for it.

 

- Proximity chat. Voices carry 64 blocks. Whispers don't work. A `/shout` reaches everyone once every thirty seconds. Angels have their own frequency, alphas speak to their pack, prayers reach any angel with your coordinates attached, and telepaths can whisper across the map.

 

- Hidden information. Monsters look human, demons and angels wear other people's bodies. A possessed friend is still your friend's skin and name. Hunters have to work it out: sniff, scry, salt a doorway, watch who flinches from silver.

 

- Consent and warding. Neutral spells cast on another player ask their permission. Wards turn aside weaker magic. Angels need consent to possess a player, demons need a way past iron, salt and tattoos.

 

- Everything is configurable. Species odds, monster stat multipliers, turning on and off, possession per soul type, blood odds, dodge chances, how many people spawn and what they are, which abilities exist at all, whether Cain walks, whether an arch angel can be born. Server owners tune it; players live in it.

 

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Species

 

Human. The baseline, and not helpless. Humans learn the Human tree (the Anti-Demon Tattoo, Enochian warding, hunter's conditioning) and, with the right pages, the whole Generic Magic tree. Some humans are born wrong.

 

Ghost. A soul that stayed. Invisible and intangible, bound to a territory or haunted object, hurt only by salt, iron and the supernatural. Ghosts materialize to touch the world, phase through walls, chill the air, throw wind, teleport, and eventually possess the living. Leave your boundary and it drags you back.

 

Vampire, Werewolf, Shapeshifter. The three monster kinds, with normal, elite and alpha tiers and grace-enhanced variants. The first player of each kind on a server is its Alpha, and every one after descends from them. Vampires bite, bottle blood and burn in the sun but never die of it. Werewolves grow claws, turn on the full moon, and eat hearts. Shapeshifters wear other players' faces, names included. All three see in the dark, shrug off blows that would kill a human, and only truly die to silver, iridium, decapitation and the like. Monsters respawn in Purgatory.

 

Angel. Bodyless by default, a light that has to find a vessel. Angels carry grace instead of soul, wield the Angel Blade and Smite, and can show their true form: wings, a light where they stand, and eyes that burn anyone who meets them. Some are born Rit Zien. Above them: Seraphim, and the four Arch Angels (Prideful, The Sword, The Trickster, Wisdom), seated one per server. Angels recharge in Heaven.

 

Demon. Smoke until it finds a body. Demons possess, push, burn, and grow through their own tree: telekinesis, thermokinesis, teleportation, pyrokinesis, biokinesis, regeneration. Knights and Princes of Hell are far stronger and open the deep branch: dream walking, telepathy, exorcism both ways, sedation, shapeshifting, servitude, healing, smiting and disintegration.

 

Ghouls and zombies. The raised dead, made by resurrection magic, with no soul to speak of.

 

Special Children. Three in a hundred humans were fed demon blood as infants. A Brute just gets harder to kill. A Telepath bends minds: telepathy, precognition, servitude, demon smiting. A Witch needs no page for the old magic and demons will not touch one. All of them grow stronger with every sip of demon blood, and at the far end can become a Perfect Vessel or gain Immunity to anything that reaches for a mind or body from afar.

 

The Mark of Cain. A human who kills enough people can carry the Mark. Cain himself walks the world if the server allows it. The bearer cannot die: killed, they sleep, and wake a Knight of Hell. The First Blade cuts only for the Mark, and ends anything short of an arch angel.

 

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Mechanics

 

Skill trees. Every species grows through data-driven, advancement-styled trees with fog of war: Ghost, Angel, Demon, Human, Generic Magic, the Special Child trees, the Mark of Cain, the Arch Angel Candidate. Each tree has its own points, earned from experience or, for ghosts, from energy spent. A power learned in one tree counts as learned in every other.

 

Spells and Ancient Writings. Magic is learned, not found. The Generic Magic tree has eight base workings (prayer, localization, protective charm, regeneration, pyrokinesis, sedation, exorcism, the devil's trap) and each stays hidden until you have read its page of the Ancient Writings, rare loot in old structures and from witches. Everything else branches from those roots. Spells sit on the hotbar or are spoken from chat; they have levels, alignments, warding and consent, and mobs cast them too.

 

Possession and bodies. Ghosts, demons and angels take hosts: players, villagers, the people who live in the world, the evil villager series, corpses. A possessed player goes to their own inner world while the possessor wears their face and inventory. Your own body waits where you left it, can be found, and can be killed. Someone riding your body drains you until you are pulled into your inner world.

 

People. The world has people in it, not just villagers: player-skinned humans with names, gear and doors they know how to open. Most are ordinary. Some are hunters with bows and crossbows who know a monster, a demon or a possessed body on sight. A few are monsters, angels or demons wearing a person, and they use their powers in a fight. Everything that works on a villager works on them.

 

Hunting tools. Salt lines and salt boxes, devil's and angel's traps that hold their prey on floors, ceilings and walls, silver and iridium weapons, dead man's blood, holy water by prayer, the Angel Blade, the Death Scythe, tracking compasses, scrying, Sniff and Astral Perception with through-wall highlighting.

 

Blood. Vampire blood, dead man's blood, demon blood, Azazel's blood, and the four Arch-Angel's Grace Infused Bloods, each with different consequences depending on what drinks it: grace enhancement for monsters, vessel compatibility for humans, ascension for angels.

 

Dodging, immunity, the true form, dream walking, servitude that actually fights for you, alpha telepathy, angel radio, wings with shadows, a light that follows a revealed angel, hosts that carry an angel's wings.

 

Dimensions. Heaven (angels recharge, villages still stand there), Purgatory (an endless night where monsters respawn and only humans and ghosts may leave), and every player's private inner world.

 

The journal. A Patchouli book opens with B and keeps itself current: who you are and are becoming, your magic, your abilities and their Z/X/C binds, presets, the HUD settings. The Hunter's Journal documents every species, item, spell and trap in the world's own voice.

 

Advancements for the things that matter: your first page, your first monster, Heaven, Purgatory, becoming a ghost, being born special, taking the Mark.

 

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For server owners

 

Configuration lives in `waywardcraft-common.toml`: species (monster choice, race pool, stat multiplier, turning), angels (Rit Zien chance, natural arch angels), blood odds, special children, dodge, the people (enabled, village companions, the d100 that decides what each one is, combat powers), and a list of abilities to switch off outright. Game rules: `promptrace`, `proximityChat`, `allowcainspawning`.

 

Operators get `/supernaturalcore setrace`, `/skilltree points|reset|unlock`, `/waywardcraft rechoose`,

The WaywardCraft Team

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