#Mutant And Mastermind Modules

1 messages · Page 1 of 1 (latest)

hasty quarry
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Check here for modules that have been altered or specifically created with the intent of make playing Mutants and Masterminds 3e on Foundry VTT more fun!!! In advance of getting modules officially listed, we are placing work here. So keep coming back for updates.

And here is how to add one to your game if you like...

Mutants & Masterminds - Compendium Modules and How to Add Them

How to import a module into the basic game on your computer:

  • Extract the files from the zip file into your C:\Users[your name]\AppData\Roaming\FoundryVTT\Data\modules folder
  • Startup Foundry
  • Go to Manage Modules in the Game Settings Tab
  • Enable the Mutants & Masterminds module by it's name
  • Look in your compendiums for the title of the folder and import to your hearts content.

To Import into the Forge:

  • Log out of your game and into the Games Configuration selection in your My Foundry menu
  • Ensure that you have** STOPPED** your server (Ii.e If you see the button red stating Stop Server then click it. If it says Start Server then you are where you need to be.)
  • Click on Summon Import Wizard
  • In the new window at the top, click on Zip File
  • Click on the Browse button and find the zip file with the module in it to select it.
  • Toggle the Install found packages from the Bazaar toggle to be off
  • Click on Analyze button
  • When the next screen opens, click on the **Import **button
  • Click on Done when it is finished (Unless you have other files to import)
  • Startup Foundry on the Forge.
  • Go to Manage Modules in the Game Settings Tab
  • Enable the Mutants & Masterminds module
  • Look in your compendiums for the title of the folder and import to your hearts content.
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Mutant And Mastermind Modules

dusky knot
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HI all. Attached is an updated Mutants And Masterminds Archetype Compendium Module. Archetypes include core, cosmic, supernatural, hero high, instant hero, and freedom city archetypes. Villains, Heroes and Minions included. Token art is included for most archetypes. Token art is inspired from and hopefully faithful to the spirit of the the original source, and with full disclosure, is AI generated. HUGE thanks to @hasty quarry for the first iteration and creating all of the arch types that match different PLs.

normal kayak
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Thx man, appreciate the work you are doing 🙂

hasty quarry
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We worked hard on it. And thank you.

normal kayak
#

is this the same as previous ones ?

dusky knot
#

yes - just preserved here for posterity

#

I'll be adding to the list soon; also likely creating a tighter version of the marvel with the more popular characters - that one is crazy big

normal kayak
#

im currently working on art and tokens
is there a need for that ? Done with DC heroes from the Book
starting on villains

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like 200+ tokens

dusky knot
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I think so!
I added art to the latest version of the arch types compendium and I personally think it really makes it shine. I would love your art for the DC compendium. I think we could add it here, ie a DC with image’s compendium. But open to everyone’s opinion. At a minimum can you pm me the art 🙂

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I have been trying to figure out a way to automate the creation of marvel token art using ai but the results have been inconsistent and off putting to say the least

normal kayak
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any luck finding more GMs ?

hasty quarry
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I was focusing on the game world and making something that can be shared. Other than yourself, there are two other possible I am talking with but one of them is iffy. I wanted to get the world ready and was talking also with someone with a dedicated server who may be able to host for free but they have not gotten back with me in two weeks due to family stuff... so.... that is the state of things. 🙂

normal kayak
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Happy to hear that something is happening

But instead of having one server, every gm could host on their own and just run a common story to the others gm and since we can export stuff it is very easy to do

Furthermore, wouldn’t it be a good idea to just take an already existing setting to attract a larger player base and have a solid foundation and build of it ? Like we could run a dc or marvel setting and introduce ppl to the game through their favourite medium

hasty quarry
#

I think I will make a thread for more discussion on this topic. 🙂

dusky knot
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For those looking for additional builds check out this awesome compendium of builds from the DC Universe books. This module was organized by @hasty quarry and includes token and actor art for almost every character thanks scoured from across the internet thanks to the endless efforts of @normal kayak.

dusky knot
dusky knot
#

Looking to pit your super heroes against Dragons, Devils, or the Undead? Want to play along side a Dwarven Warrior or Elven Archer? Look no further than the attached compendium which contain a wealth of **Fantasy **inspired races, monsters and other builds from Jab at Echo Of The Multiverse

dusky knot
dusky knot
#

The Jabs Builds - Television Shows module now includes builds from:

  • Archer
  • The Last Airbender
  • Batman 66
  • G.I.Joe
  • Gargoyles
  • The Legend Of Korra
  • He - Man & The Masters Of The Universe
  • Sherlock
  • Teenage Mutant Ninja Turtles
  • Transformers
  • Miscellaneous Mooks
dusky knot
dusky knot
#

Heyo!

The Rift's compendium, taken from taken from Jab's builds, contains over a 1000 monsters, robots, aliens, cyborgs, muitants, crazies and you name it from the Rifts verse, all converted to MnM 3e. The compendium now includes token/actor art and descriptive text for many of the builds!

Enjoy!

dusky knot
#

Looking for an endless supply of Marvel character (over 3000) for your MnM game? Look no further, here is another compendium of the best, the worst, and the completely obscure of all things Marvel, taken from Jab's builds. The compendium has once again been updated

  • Characters are now organized by theme / Team
  • Character Art and Descriptions Included
dusky knot
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This macro iterates over all powers on a selected token and adds a common descriptor you specify to each power; Great for character that have a common theme (eg fire based )

// Check if a token is selected
if (!canvas.tokens.controlled.length) {
    ui.notifications.warn("Please select a token.");
    return;
}

// Function to add descriptor to powers
function addDescriptorToPowers(descriptor) {
    const selectedToken = canvas.tokens.controlled[0];
    const powers = selectedToken.actor.items.filter(i => i.type === "pouvoir");

    // Loop through powers and add the descriptor
    for (let power of powers) {
        let descripteurs = power.system.descripteurs || {};
        const num = Object.keys(descripteurs).length + 1; // Generate a new key based on length
        descripteurs[num] = descriptor; // Add the new descriptor

        // Update the power item with the new descriptors map
        power.update({"system.descripteurs": descripteurs}).then(() => {
            console.log(`Added descriptor to ${power.name}`);
        });
    }
}

// Predefined descriptors as options
const descriptorsOptions = [
    "Acid", "Chemical", "Cold", "Cosmic", "Darkness", "Electricity",
    "Gravity", "Heat", "Kinetic", "Light", "Magnetic", "Radiation",
    "Sonic", "Vibration", "Colors", "Dimensions", "Dreams", "Entropy",
    "Ideas", "Luck", "Madness", "Memes", "Psionics", "Quantum Forces",
    "Space", "Thought", "Time", "Alien", "Biological", "Chi", "Divine", "Magic",
    "Necro", "Force", "Mystic", "Mutant", "Preternatural", "Primal", "Psionic",
    "Psychic", "Skill", "Technology", "Training", "Air", "Earth", "Fire", "Plant",
    "Water", "Weather"
].map(d => `<option value="${d}">${d}</option>`).join("");

// Show dialog to enter or select the descriptor
new Dialog({
    title: "Add Descriptor to Powers",
    content: `
        <form>
            <div class="form-group">
                <label for="descriptorText">Descriptor (Text):</label>
                <input type="text" id="descriptorText" name="descriptorText">
            </div>
            <div class="form-group">
                <label for="descriptorSelect">Descriptor (Select):</label>
                <select id="descriptorSelect" name="descriptorSelect">
                    <option value="">Select a Descriptor</option>
                    ${descriptorsOptions}
                </select>
            </div>
        </form>`,
    buttons: {
        ok: {
            icon: "<i class='fas fa-check'></i>",
            label: "Add",
            callback: (html) => {
                const descriptorText = html.find("#descriptorText").val().trim();
                const descriptorSelect = html.find("#descriptorSelect").val();
                const descriptor = descriptorText || descriptorSelect; // Text input takes precedence
                if (descriptor) {
                    addDescriptorToPowers(descriptor);
                } else {
                    ui.notifications.warn("Please enter or select a descriptor.");
                }
            }
        },
        cancel: {
            icon: "<i class='fas fa-times'></i>",
            label: "Cancel"
        }
    },
    default: "ok"
}).render(true);`
#

Big city battles need an easy way to spawn lots and lots of civilans! Use this macro to make it a bit easier

` // Initialize a variable to store the last actor ID
let lastActorId = null;

// Hook into the opening of actor sheets to update the lastActorId
Hooks.on("renderActorSheet", (app, html, data) => {
lastActorId = app.actor.id;
console.log(Last actor set to: ${app.actor.name});
});

// Function to spawn token at a given point using the prototype token data
async function spawnToken(actorId, point) {
const actor = game.actors.get(actorId);
if (!actor) {
ui.notifications.warn("No actor selected!");
return;
}

// Get the prototype token's image, which might include a wildcard path
let tokenDoc = await actor.getTokenDocument()
const gridSize = canvas.grid.size;

const snappedX = Math.floor(point.x / gridSize) * gridSize + gridSize / 2 - (tokenDoc.width / 2 * gridSize);
const snappedY = Math.floor(point.y / gridSize) * gridSize + gridSize / 2 - (tokenDoc.height / 2 * gridSize);

await tokenDoc.updateSource({x: snappedX, y: snappedY});

//await canvas.scene.createEmbeddedDocuments('Token', [tokenDoc]);
await TokenDocument.create(tokenDoc, {parent: canvas.scene});
}

// Function to handle clicks on the canvas
function handleCanvasClick(event) {
const clickPosition = event.data.getLocalPosition(canvas.app.stage);
spawnToken(lastActorId, clickPosition);
}

// Activate listening for clicks
function enableClickToSpawn() {
canvas.stage.on('mousedown', handleCanvasClick);
ui.notifications.info("Click on the canvas to spawn tokens using actor's prototype token settings.");
}

// Deactivate listening and clean up
function disableClickToSpawn() {
canvas.stage.off('mousedown', handleCanvasClick);
ui.notifications.info("Token spawning stopped.");
}

// Keyboard listener for Escape key to stop spawning
function keyListener(event) {
if (event.key === "Escape") {
disableClickToSpawn();
document.removeEventListener('keydown', keyListener);
}
}

// Start the process
document.addEventListener('keydown', keyListener);
enableClickToSpawn();`

dusky knot
#

I have just packaged Better Attacks For MM3E (https://github.com/thomasjeffreyandersontwin/mm3e-better-attacks)

https://foundryvtt.com/packages/mm3e-better-attacks/

This adds on onto to the existing mm3e System by @vocal ruin to provide:

  • Auto Creation Of Attacks From Powers
  • Support For Automated Animations, both name matching and descriptor/effect matching!
  • Auto Template creation and token targeting

Enjoy!

GitHub

Contribute to thomasjeffreyandersontwin/mm3e-better-attacks development by creating an account on GitHub.

rancid parcel
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Having problem with the Marvel compendium showing under compendiums after i activate the module. All the others are working. Any suggestions would be appreciated

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NVM got it working Thanks

dusky knot
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Ya it’s in a sub-folder for some reason which makes it weird to find

dusky knot
dusky knot
#

Hi All - I have just published a brand new module

Descriptor Animations for Mutants and Masterminds 3e

This module allows you to execute sequencer and automated animation that are looked up based on the descriptor, area shape, and power effect of the item being clicked on.

I built this primarily to support effects based systems like Mutants and Masterminds, Champions or Basic Action Super Hero. These systems allow players to define the exact power they want by taking a game effect (eg damage) and applying one or more modifiers (like range or area effect), and then finally a descriptor (like fire, or maybe a thrown hammer).

This module aims to make it possible to create animations based on the descriptor/effect/ modifier combination of an item, with the goal of defining reusable components that can be mixed and matched in order to support an infinite combination of unique powers!

This is the first, earliest version of this effort, and I want to add a lot more over time, right now it only supports Mutants and Masterminds, but if people are interested I'd look at adding other systems as well.

https://mm3efoundry.notion.site/Descriptor-Animations-for-MM3E-166b3a3d89ed809fbdf5d7d368748ad8

https://foundryvtt.com/packages/mm3e-animations

MM3E Foundry on Notion

mm3e-animations allows you to execute sequencer and automated animation that are looked up based on the descriptor and power effect of the item being clicked on. Grab it here. Need support? Hit me up on Discord!

dusky knot
hasty quarry
#

Coolnesses! Congrats!

hasty quarry
desert dagger
dusky knot
desert dagger
#

I noticed it didn't have Dr. Strange or any of the characters from his comics.

hasty quarry
#

Special thanks to @lone rover for his help.

hasty quarry
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Somebody try it out and let me know it works. 🙂

normal kayak
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might be just me tho

hasty quarry
# normal kayak cant see it the modules list

If you add it to your modules areas and then go to Manage Modules, do a filter on the word "Content" and it should come up. Then you will find the stuff in your compendiums. This is an update of a previous version, so you may aleady have it added.

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It's under "M&M Content Pack"

normal kayak
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again might be me i reckon
just i put it in modules as you can see with the path

hasty quarry
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Hmm... @lone rover .... would you know what's going on and how to fix it?

lone rover
hasty quarry
#

Thanks, @lone rover .
@normal kayak , try this one out. 🙂

dusky knot
desert dagger
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🙂‍↕️ That's fair. o7

dusky knot
#

you can try importing it within the Foundry mm3e system itself - copying the HTML page and then pasting it in the dialog button that shows up when you hit the Import from Jabs build button, if that doesn't work you can try to brute force hack it by removing different sections to see where the failure is coming from. Very less than ideal I know I just haven't had a chance to go look at this in very much in detail given all the work with the new system and my day job 🙂

normal kayak
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@hasty quarry
worked
hope to see this and more in the official release

coarse hull
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Also tried out the. Module, it works very well

real abyss
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It works. I noticed that "Scenes" was empty. Is that intentional?

dusky knot
hasty quarry
real abyss
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All and all thank you

severe ore
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Is anyone able to get more than Atlantean under pl10 hero archetypes?

hasty quarry
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The one from 11/18/2025

naive mason
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Hi all. I would like to use @hasty quarry content packs through the Forge. I've used the import wizard to install them, but they don't show up on Foundry. Can anyone help with this? Thanks in advance.

lone rover
#

What version of Foundry you use ?

naive mason
# lone rover What version of Foundry you use ?

I'm using version 13 stable, build version 351. I found the instructions at the top of this channel and followed them carefully to install the mutants-and-masterminds-archive-collection zip file. The compendiums show up but they appear to have no content; when I import them, it says it imported 0 item documents and 0 folders.

In my assets library there is a new folder - "mutants-and-masterminds-archive-collection" - but it contains folders with token images only - no actors.

lone rover
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This is a module so after you import via Forge on each world you need to enable this as a module than in given world you should see compendiums

naive mason
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OK I've installed, activated and imported all the content from this channel. Everything shows up (so thank you, @lone rover) EXCEPT the scenes from the m and m content pack and the powers/advantages module. Is there anything with these 2 modules I may be missing?

EDIT: I've looked in the zip files for those modules and there isn't any content. (I think the content in a given module comes in the form of an ldb file, correct?)

hasty quarry
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Are the characters there? And do the characters go beyond the letter "A"? I know it's a crazy question but there was a file out there that you may have the older version of.

naive mason
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Yes they're all there. Along the way I did see power effects under items, then I ran into the issue where it won't load because - I assume - all these modules add up to too much data. I'm trying to rebuild the game with just the MnM content pack and archive collection, and I'll use a shared module (or two if necessary) to store the rest. I hope I'm doing this right! All this content is amazing; I really appreciate the work you must have done to put it all together.

hasty quarry
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Did you get the DC Heroes packet?

naive mason
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Yes

hasty quarry
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Excellent!

naive mason
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I'm still having trouble getting the game to load, though, if I have more than a little bit installed. I assume I should move all the actors to compendiums?

hasty quarry
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Yeah. Only load the characters that you need for the games and leave the ones you don't in compendiums. This will save on memory.

naive mason
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OK thanks for confirminig. I've been foolishly importing EVERYTHING and wondering why the game wouldn't load. Thanks again for your help!

hasty quarry
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Another issue could be too many scenes loaded and too many animations and/or tiles on the map. If you are having memory issues , use those sparingly.

naive mason
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OK thanks. It's working fine now.

coarse hull
#

\

noble egret
#

Better attacks for MM3E works well on Foundry V13?

noble egret
#

For some reason the size of area are being reduced when need to place template and tokens in the area aren't being targeted

dusky knot
#

Do your tokens have actors ? What do you mean by reduced? It’s been awhile since I have opened up better attacks but if you can pass me your world and describe your exact steps I’ll try to reproduce the error

#

Are u on v12 now or v13?

noble egret
#

Yea they have actors. I'm using v13

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by reduced i mean this. This power should have 30ft area but he create a 6 feet template

severe ore
hasty quarry
severe ore
hasty quarry
#

BE ones?

#

What do you mean by "legally distinct BE ones"

#

These are the ones from the official DC Universe game when Green Ronin had the license back in the day.

severe ore
#

Never mind. It was a joke.

hasty quarry
#

Ooookay. {:/

dusky knot
dusky knot
severe ore
#

So, I have a question about the powers that are in the compendium. Maybe I’m thinking incorrectly (I didn’t have any of my M&M books with me at work while I was messing with Foundry), but is/was there a “blast” power, or was it just a ranged damage thing? I was making a blaster type charter and couldn’t find anything like that (but it could just be something off of an elemental power effect too I suppose).

hasty quarry
#

Blast is just the Damage power effect with the Increased Range Extra

severe ore
hasty quarry
#

Not new or anything but in case you couldn't find it higher in the convo.

sharp wren
#

Hello. I was directed to this channel, but I don't know if this is the correct channel for my questions. If it isn't I apologize in advance. My first question is for Mutants and Masterminds 3e, is there a way to give and take away hero points? How do I create a coin or card to use as a hero point? My last question is not specifically for Mutants and Masterminds but for Foundry. I would like to use the combat tracker to have the rounds count down instead of counting up, is there a way to do this? And how do I do it? Thanks in advance for any and all assistance.

hasty quarry