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The OFFICIAL Mutants & Masterminds System Module

Created by Immersive Realms Gaming

We’re partnering with Green Ronin Publishing to bring Mutants & Masterminds 3rd edition to Foundry VTT We’re launching our first Backerkit campaign to bring Mutants & Masterminds 3E to Foundry VTT and, in the future 4th edition as well.

Latest Updates from Our Project:

Beta Test going along smoothly with release of Beta 0.4.0 is imminent!
4 days ago – Sun, Sep 27, 2026 at 06:38:17 PM

After three iterations, the beta just keeps getting better and better!

We are on track for the next release 0.4.0 within the week, despite just a teeny-tiny coronary event on the part of your trulya couple of weeks ago (Just a little NSTEMI... barely a tickle and a few days in the hospital). I am feeling MUCH better now and MOVING AHEAD!

For those not utilizing the Discord where we are recording the progress and getting feedback, I thought you might appreciate taking a look at the two previous releases Progress Log/Release Notes!
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The Official Mutants & Masterminds System Beta v13

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Version 0.2.0

Progress Log/Release Notes

Bugs Fixed

  • Increased Range Extra made Power sheets with Power Effects with Ranged range not render properly.
  • Book Source Data was not stored for items dropped from a Compendium
  • Duplicating/Drag-dropping items would retain the stored Identifier
  • Power Effects contained by Powers in the Powers Compendium had stored Identifiers
  • Advantages in the Compendium were missing their Identifiers
  • Transform Power Effect's options increased rank instead of cost
  • Movement Power Effect were not enabling movement or increasing rank
  • In Edit Mode, clicking into a Defense's area in the Character sheet - Main Stats tab rolled it, which it should not do.
  • Subtle Extra had its options increase the cost instead of granting a rank
  • Modifiers with flat and flatPerRank costs could scale with their effect's rank
  • Under Damage, Bruises (Non-Lethal) and Injuries (Lethal) were not summed up
  • Penalties to rolls were displayed as positive values
  • Attack chat cards displayed the wrong DC value
  • Advantage item sheets displayed a duplicate Identifier input
  • Outcomes could not be manually created
  • Speed Power Effect cost 2PP instead of 1PP per rank
  • Damage did not reduce subsequent Toughness checks
  • Modifiers' Book Source data could not be entered
  • Roll Table results were not rendered
  • DC for Active Defenses was not calculated properly
  • Ranged action area templates were locked at distance
  • Character Actions did not reset after each turn/round/encounter
  • Combat Advantages like Accurate Attack did not increase the number of checkboxes in the combat tab
  • Impervious cost/rank was limited by power effect rank
  • Device Containers calculated their cost reduction incorrectly (see Notes below)
  • Critical Success on Skill rolls did not increase their total
  • Action messages could fail to render when reloading the page
  • Luck Advantage had a maximum rank of 1
  • Roll prompt buttons in messages were displayed to users not permitted to roll them
  • Attacks with a Critical Success did not increase the resistance DC by 5
  • Attack actions were rolled as plain skill rolls instead of as actual attacks
  • Outcome sheets were missing labels for type-specific fields.
  • Chat Card issue with unlinked tokens was causing the game world to crash.
  • Accurate Extra was not correctly noted in the Chat Card combat bonus list properly.
  • Whispered Chat Messages did not have a special background color to indicate it was whispered
  • Enhanced Trait’s option ranks could not be negative, preventing reduced traits
  • Ranged Combat: Thrown was configured to have a range of “close”
  • Improved Initiative Advantage did not increase the character’s initiative
  • Ranged Attack Advantage did not increase ranged combat

Features Added

  • Power Framework now display tooltips describing their function in the Item Creation Dialog
  • Add World Setting to configure how Removable’s cost discount is rounded. (see Notes below)
  • Skills and their rolls now display all their bonuses individually, allowing you to see what individual bonuses lead to the bonus total.
  • Dropping Power Effects into Character and Power sheets now displays a more detailed error messaging when the target cannot contain the dropped Item.
  • Default actions for Close Combat: Unarmed, Grab, and Ranged Combat: Thrown are now added when creating new Characters.
  • Added World Setting for GM to set Power Level for all starting characters, defaults to 10.

Notes - Beta Release 0.2.0
Removable Flaw, Rounding
The Removable Flaw specifically says to divide the cost of a Power after other Modifiers are taken into account and ROUND UP to provide the flat point discount for a Removable Flaw; HOWEVER, Herolab has always rounded to the NEAREST 5.
We recognized the disparity and made our system accommodate the Rules As Written version (Thank you Cassie aka The Void Watching aka the friggin’ genius who wrote the Mastermind Maker for pointing this out.) SINCE, though, many of you LIKE rounding to the nearest and likely have many characters made in Herolab that work this way, we have included a GM Setting allowing you to change the rounding method and either use Round Up (RAW) or Nearest 5 (Herolab).

Update your Character from the Compendium
It’s important to update your character from the compendium to ensure you are working with the most recent versions of Powers, Power Effects, Modifiers, Advantages and more. On the top right of your sheet, go to the three dots in the window header and click there, the drop down will show one of the selections is “Update from Compendium”.. Select that. You may exclude any item you wish to stay the same but, for right now, you’ll want it all updated. If you have your own version of a Power, Power Effect, Advantage or other, make sure you drag a copy to the Item directory for safe keeping if you modified the base version. Items on the character sheet should be safe.
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Version 0.3.0

Progress Log/Release Notes

Bug Fixed
  • Adding options created invalid selections.
  • Sheets did not have localized labels.
  • Grab could not be resisted with the Acrobatics skill.
  • Dragging and dropping Powers into the character sheet did not include their contents.
  • The Increased Range modifier did not increase the effect's range rank.
  • Variable Powers summed the cost of their contents regardless of their active state.
  • Toughness was erroneously considered an Active Defense for the purpose of the Vulnerable condition.
  • Wildcard images broke the token display in the character sheet.
  • Derived Outcomes did not allow saving and editing.
  • Outcome-specific context options were not offered in sheets displaying outcomes.
  • Some modifiers in packs initialized without options despite having them.
  • Item Sheets for Powers in the compendium did not open.
  • Empty book source values prevented the merging of pack book sources.
  • The Attractive Advantage started at rank 2.
  • The Secret Identity field was missing its label.
  • Area Effects used Parry instead of Dodge.
  • The Area modifier's option choices were capped at 1.
  • Power Effect option choices were contaminated by the rendering of individual items.
  • Selected options were not finding their choice and could prevent Active Effect sheets from rendering
  • Damage did not apply as a penalty to subsequent resistance checks
  • Icons were missing for the majority of conditions, such as Defenseless.
  • Perception Area Effects did not work correctly, including incorrect DCs and incorrect chat messages.
  • Perception Range attacks did not work correctly.
  • Perception-ranged Powers lacked a save button and had incorrect DCs. * Perception-range Area Powers called for multiple extra rolls.
  • Character sheets could be resized until the resize handle became inaccessible
  • Compendium browser tabs had their label as redundant tooltips

Feature Additions and UX Improvements
  • Expanded Power Frameworks by default
  • Display Perception targets in action messages as such, without inlining a roll
  • Open item sheets in Edit Mode after creating them through a createDialog
  • Information Tab adjustment
  • Advantages sheet: place description on first sheet tab, configuration placed beneath it, and made it expandable
  • Changed text style in Advantage Description
  • Apply Close Combat and Ranged Attack as attack bonuses instead of skill bonuses
  • Add placeholder to Tagline input
  • Add "Dummy Variable Power Effect" to the Power Effects Compendium so that adding it to the Powers tab creates a Variable Power Framework 
  • Dropping modifiers into a Variable Power applies to the Variable Power Effect cost.
  • Add "Dummy Removable Power Flaw" to the Modifiers Compendium so that adding it to the Powers tab creates a Device Power Framework
  • Adjust item sheet header
  • Feature: Implement calculated short/medium/long ranges for ranged effects
  • Powers toggled off should have "whisper" shading on their window

Notes

The Graphic Overhaul
We did not get done as much as I wanted on the graphics UX as my heart had the audacity to entertain the idea of attacking me. One trip to the ER and some time in ICU has me back at it for the cause, though (God bless modern medicine).

The only four items in the graphics overhaul done this outing were: 
1) A slight reconfiguration of the Information Tab to move the Complications section into the right side column then move the Background and Description areas below that into areas two column wide windows allowing those areas would overall take up less horizontal space.
2) On the Sheet Header for all Item sheets (Powers, Advantages, Power Effects, etc.), the Edit/Play Mode toggle has been moved to the left side and placed under the graphic for the item to make the format more congruous.
3) A very minor change but, Powers toggled off on the Powers Tab now have darkened shading on their window to better indicate they are not available.
4) Icons for Conditions have been entered. They are very similar to what was used in the unofficial version with a few exceptions and most of those symbols have been used by other systems.. I have some more minor changes on the way but the overall look of the interface is currently nailed down pretty well.  I am looking at the Powers Tab and the Powers Sheet in the future as my next target. We’re looking specifically to make the first tab of the Power sheet do a lot more heavy lifting and placing all possible fields needed to customize the Effect and Modifiers to that first sheet to make it the one-stop-shopping area for all the power tweaks. 

Perception Targeting

Perception Targeting now no longer activates a roll but goes straight to the Resistance check for those with powers with such a range. 

Variable Framework Changes

  • Variable Power Framework shows a “dummy” power and this now indicates where Modifiers can be placed to effect the cost of the Variable Power Effect without affecting the cost of powers within the Variable framework.
  • Only the total allowed cost of the Powers toggled on in a Variable Power Framework will be calculated to determine if the character is exceeding their Variable Power Point limit. The Variable Power now only considers Active powers as part of the Power Point limit for the Variable.

Ranges Calculated
We’ve implemented calculations for short, medium, and long ranges for ranged effects. When you have a power which has range, the ranges will appear at the bottom of the “Current Parameters" window of the Effect tab of the Power sheet. They will also appear in the mouseover tooltip for the power as well.
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If you aren't on the Discord, have a Discord handle, and have paid to Beta Test, you really need to get over there to participate. Your name will be checked versus out Backerkit list and given the appropriate access.

Immersive Realms Discord Server

If you do NOT have access to Discord and want to participate or have something to report that you found or have suggestions, please drop me an email to:

[email protected]

We'd love to hear from you! :)

The Mighty Mutants & Masterminds Map Pack #1 - PART 2! The Pacific Museum of Art!
27 days ago – Sat, Sep 05, 2026 at 03:48:19 PM

The Mighty Mutants & Masterminds Map Pack #1 - PART 2! The Pacific Museum of Art!

For those who qualify for the Beat the Hump Incentive, you should have received your SECOND of five downloads for the Mighty Mutants & Masterminds Map Pack #1.


There is a download for the V13 version (using Ripoper93's Levels system) and the v14 version (using the new native Levels system) of Emerald City's own Pacific Museum of Art available to you via email from Backerkit or in your Digital Downloads on Backerkit. Make sure to check your email.

Also ensure to review the included Journal in the Compendium for all the ins and outs of the package complete with a level by level walk-through of the location.

The Pacific Museum of Art map set depicts a large, multi-level modern museum centered on a dramatic main gallery, the massive zigzagging Switchback ramp, side exhibition halls, and a loading area suitable for thefts, chases, and running battles. Its open spaces, glass walls, security gates, galleries, and valuable exhibits create plenty of opportunities for vertical movement, improvised cover, environmental hazards, and collateral damage. The set works especially well for superhero encounters where the heroes must balance stopping villains with protecting civilians, priceless artwork, and the museum itself. 

I have to warn you, this file is BIG so it will take extra time to download and use. Unless you know you are going to be using multiple levels in a combat, it is suggested that you use the individual level maps provided.

Thank you again for your patronage. 

BETA RELEASE IS IN!!!
27 days ago – Sat, Sep 05, 2026 at 03:20:06 PM

The Official Mutants & Masterminds System Beta v13

Version 0.2.0

Progress Log/Release Notes

Bugs Fixed
  • Increased Range Extra made Power sheets with Power Effects with Ranged range not render properly. 
  • Book Source Data was not stored for items dropped from a Compendium
  • Duplicating/Drag-dropping items would retain the stored Identifier
  • Power Effects contained by Powers in the Powers Compendium had stored Identifiers
  • Advantages in the Compendium were missing their Identifiers
  • Transform Power Effect's options increased rank instead of cost
  • Movement Power Effect were not enabling movement or increasing rank
  • In Edit Mode, clicking into a Defense's area in the Character sheet - Main Stats tab rolled it, which it should not do.
  • Subtle Extra had its options increase the cost instead of granting a rank
  • Modifiers with flat and flatPerRank costs could scale with their effect's rank
  • Under Damage, Bruises (Non-Lethal) and Injuries (Lethal) were not summed up
  • Penalties to rolls were displayed as positive values
  • Attack chat cards displayed the wrong DC value
  • Advantage item sheets displayed a duplicate Identifier input
  • Outcomes could not be manually created
  • Speed Power Effect cost 2PP instead of 1PP per rank
  • Damage did not reduce subsequent Toughness checks
  • Modifiers' Book Source data could not be entered
  • Roll Table results were not rendered
  • DC for Active Defenses was not calculated properly
  • Ranged action area templates were locked at distance
  • Character Actions did not reset after each turn/round/encounter
  • Combat Advantages like Accurate Attack did not increase the number of checkboxes in the combat tab
  • Impervious cost/rank was limited by power effect rank
  • Device Containers calculated their cost reduction incorrectly (see Notes below)
  • Critical Success on Skill rolls did not increase their total
  • Action messages could fail to render when reloading the page
  • Luck Advantage had a maximum rank of 1
  • Roll prompt buttons in messages were displayed to users not permitted to roll them
  • Attacks with a Critical Success did not increase the resistance DC by 5
  • Attack actions were rolled as plain skill rolls instead of as actual attacks
  • Outcome sheets were missing labels for type-specific fields.
  • Chat Card issue with unlinked tokens was causing the game world to crash.
  • Accurate Extra was not correctly noted in the Chat Card combat bonus list properly.
  • Whispered Chat Messages did not have a special background color to indicate it was whispered
  • Enhanced Trait’s option ranks could not be negative, preventing reduced traits
  • Ranged Combat: Thrown was configured to have a range of “close”
  • Improved Initiative Advantage did not increase the character’s initiative
  • Ranged Attack Advantage did not increase ranged combat

Features Added
  • Power Framework now display tooltips describing their function in the Item Creation Dialog
  • Add World Setting to configure how Removable’s  cost discount is rounded. (see Notes  below)
  • Skills and their rolls now display all their bonuses individually, allowing you to see what individual bonuses lead to the bonus total.
  • Dropping Power Effects into Character and Power sheets now displays a more detailed error messaging when the target cannot contain the dropped Item.
  • Default actions for Close Combat: Unarmed, Grab, and Ranged Combat: Thrown are now added when creating new Characters.
  • Added World Setting for GM to set Power Level for all starting characters, defaults to 10.. 

Notes
Removable Flaw, Rounding
The Removable Flaw specifically says to divide the cost of a Power after other Modifiers are taken into account and ROUND UP to provide the flat point discount for a Removable Flaw; HOWEVER, Herolab has always rounded to the NEAREST 5. 
We recognized the disparity and made our system accommodate the Rules As Written version (Thank you Cassie aka The Void Watching aka the friggin’ genius who wrote the Mastermind Maker for pointing this out.) 

SINCE, though, many of you LIKE rounding to the nearest and likely have many characters made in Herolab that work this way, we have included a GM Setting allowing you to change the rounding method and either use Round Up (RAW) or Nearest 5 (Herolab).

Update your Character from the Compendium
It’s important to update your character from the compendium to ensure you are working with the most recent versions of Powers, Power Effects, Modifiers, Advantages and more.

On the top right of your sheet, go to the three dots in the window header and click there, the drop down will show one of the selections is “Update from Compendium”.. Select that. You may exclude any item you wish to stay the same but, for right now, you’ll want it all updated. If you have your own version of a Power, Power Effect, Advantage or other, make sure you drag a copy to the Item directory for safe keeping if you modified the base version. Items on the character sheet should be safe. 

What’s Next!
  • Improvements to Variable 
  • Improvements to the Strength Array
  • Improvements to the Linked Power containers
  • The Measurement Calculator
  • Vehicle Sheets
  • HQ Sheets
  • Herolab Importer
  • Mastermind Maker Importer
  • Character Sheet Improvements for ease of use!
  • MUCH, MUCH MORE! :)

TO OUR BADASS BATTLIN’ BETA TESTERS!!!
Get in there and BREAK S#!T!
That’s what we need. 

Push the system and make sure you can do all the basics of the game as set forth in the Deluxe Hero’s Handbook.

As always, play with it but, we do have some specific tasks we would like you to try out, when you can:
  • Creating a Character from each Archetype from the Deluxe Hero’s Handbook and variations thereof. Was there a character type difficult to pull off?
  • Pick a set of powers from Power Profiles and do the whole set. Was anything Hard/impossible to make? 
  • Use each of the Power Frameworks. Were they easy to use? Were they intuitive to use? Why/Why not?
  • Use Actions out of Combat to ensure they execute what they are supposed to do.
  • Use Actions in a Combat to Test Action Use  to ensure they execute what they are supposed to do.
  • In Combat, make a Close and Ranged Damage attack from your Actions menu on the Combat Tab
    • Ensure Bonuses, Difficulty Class, and Successes are all properly calculated
    • Make the Target’s Toughness Resistance check versus a successful Damage attack 
    • Verify the Bonuses, Difficulty Class, and Successes  are all properly calculated
    • Check what Damage will be applied
    • Ensure the Damage is applied properly to the character after hitting the apply button.
  • In Combat, make a Damage Area Attack from your Actions menu on the Combat Tab.
    • Place the template over the targets you wish to affect
    • Apply the Damage Area Attack
    • Make the Target’s Dodge Resistance check versus a successful attack 
    • Verify the Bonuses, Difficulty Class, and Successes  are all properly calculated (Half effect if successful, full effect if failed) before and after the roll.
    • Make the Target’s Toughness Resistance check versus a successful Damage attack 
    • Verify the Bonuses, Difficulty Class, and Successes  are all properly calculated
    • Check what Damage will be applied
    • Ensure the Damage is applied properly to the character after hitting the apply button.
  • In Combat, make a Close and Ranged Affliction Attack from your Actions menu on the Combat Tab.
    • Ensure Bonuses, Difficulty Class, and Successes are all properly calculated
    • Make the Target’s appropriate Resistance check versus the successful attack Affliction effect
    • Verify the Bonuses, Difficulty Class, and Successes  are all properly calculated
    • Check what Conditions will be applied
    • Ensure the Conditions are applied properly to the character after hitting the Apply button.
  • In Combat, make an Affliction Area Attack Attack from your Actions menu on the Combat Tab.
    • Place the template over the targets you wish to affect
    • Apply the Affliction Area Attack
    • Make the Target’s Dodge Resistance check versus a successful attack 
    • Verify the Bonuses, Difficulty Class, and Successes  are all properly calculated (Half effect if successful, full effect if failed) before and after the roll.
    • Make the Target’s appropriate Resistance check versus the successful attack Affliction effect
    • Verify the Bonuses, Difficulty Class, and Successes  are all properly calculated
    • Check what Conditions will be applied
    • Ensure the Conditions are applied properly to the character after hitting the Apply button.
  • REALLY put the system through the paces. 

We will likely do one to three more Beta rounds, then it goes to the Early backers!

And as always, please keep your mind on how to make the system easier to use. We may not be able to implement all of your suggestions, but we can definitely see if we can. :)

Accessing Your Beta Manifest URL
You should have received an email from BackerKit containing the Manifest URL for the Mutants & Masterminds 3E Beta.

If you do not see the email, check your spam or junk folder. You should also be able to retrieve the Manifest URL by logging into your BackerKit account and opening your Digital Downloads.

Your Manifest URL provides access to the beta package. Please keep it private and do not post or share it publicly.

Before Installing
The beta currently supports Foundry VTT Version 13. Foundry VTT Version 14 is still under development and is not currently supported.
Make sure Version 13 is active before installing or using the beta.
Installing on a Self-Hosted Foundry Server
  1. Launch Foundry VTT and open the Setup screen.
  2. Confirm that you are running Foundry VTT Version 13. Version 14 is still under development and is not currently supported.
  3. Select the Game Systems tab.
  4. Click Install System.
  5. Copy the Mutants & Masterminds 3E Beta Manifest URL provided through BackerKit.
  6. Paste it into the Manifest URL field at the bottom of the installation window.
  7. Click Install and allow Foundry to download and install the system.
  8. After installation, create a new world and select the Mutants & Masterminds system from the Game System menu.

We recommend creating a dedicated test world rather than installing the beta into a world containing characters or campaign material you wish to preserve.

Installing Through The Forge
  1. Make sure Foundry VTT Version 13 is active for your Forge game. Version 14 is still under development and is not currently supported.
  2. Open The Forge and go to the Bazaar tab.
  3. Copy the Manifest URL for the Mutants & Masterminds 3E Beta from your BackerKit email or Digital Downloads.
  4. Click Install from Manifest in the upper-left corner of the Bazaar.
  5. Paste the link into the field labeled Enter the Manifest URL of the package to install.
  6. Make sure the Install from the Bazaar if the package is found toggle is turned off.
  7. Click Start to begin the installation.
  8. Once installation is complete, create or configure a Version 13 world using the Mutants & Masterminds system.

Do Not Create Permanent Characters Yet
We strongly recommend that you do not create characters you intend to keep or use in a future campaign nor start a game in a system currently in beta.
The system’s architecture may change during development. Fundamental character data, powers, items, or internal structures could be altered, requiring beta characters to be reworked or rebuilt. Test characters are encouraged, but leave your treasured heroes safely in their secret headquarters until the system is ready for release.

What We Need You to Test
Please begin with the system’s most common functions before exploring unusual combinations and edge cases:
  • Create character archetypes and variations.
  • Recreate a favorite character as a test.
  • Build powers by combining effects and modifiers.
  • Test power packages, arrays, variables, and other power containers.
  • Use the Hero Point Manager.
  • Use the Extra Effort Manager.
  • Perform actions outside combat.
  • Test action use and tracking through the Combat tab.
  • Make Damage and Affliction attacks.
  • Test area-effect Damage and Affliction attacks.
  • Drag and drop Minions and Sidekicks.
Reports will be prioritized according to their impact on normal system operation and the complexity of resolving them. Issues affecting common activities and many users will generally be addressed before rare edge cases.

Suggestions are both welcome and encouraged. We all share the same goal: making the Official Mutants & Masterminds System for Foundry VTT as useful, reliable, and enjoyable as possible.

Thank you again for joining us. Now let’s break a few things—so they work properly when the system is released!

Please reach out to me via email at [email protected] if you would like to report issues but do not wish to join the Discord server. 



DOUBLE-WHAMMY WEEKEND!
27 days ago – Sat, Sep 05, 2026 at 03:16:24 PM

DOUBLE-WHAMMY WEEKEND!

The Official Mutants & Masterminds System Beta v13 - Version 0.2.0 is OUT!

Beta , Part II.... THE SEQUEL!!!

The wait is over!!!

Thank you so much for your patience. I'm still getting used to this whole "It's ready when it's ready." thing. 

Apparently coders are finnicky about making sure the code actually WORKS before putting something out.... who knew? :) 

Ethaks went all out and slew the dragon of code for us all for this one, and it is a whopper! Thank you, sir! Over 45 bugs fixed or items implemented!🙂

BUT THAT'S NOT ALL!!!

Also, for those who qualify for the Mighty Mutants & Mastermind Maps Pack…

The Pacific Museum of Art 

is also available for you!

If you don’t get an email with the links, just log into Backerkit and go to your Digital Downloads for the Manifest URLs in question!

Please Join Us on Discord

If you have not already joined the Immersive Realms Discord server, we strongly encourage you to do so. The dedicated 3E Beta Test Feedback Forum is where we are collecting and organizing:
  • Bug reports
  • Suggestions
  • Module conflicts

Please use the forum’s posted guidelines and appropriate tags when submitting feedback. Before reporting a problem, disable all optional modules and attempt to reproduce it again.
  • If the problem still occurs with every optional module disabled, report it as a Bug.
  • If it only occurs while another module is enabled, report it as a Module Conflict and include that module’s name and version.
  • If you have an idea for improving the system’s interface, layout, workflow, or functionality, submit it as a Suggestion.
Search the forum and review the pinned list of known issues before creating a new report. Keeping each post focused on a single issue will help us track, reproduce, and resolve problems more efficiently.

Join the Discord: https://discord.gg/KuFFRhU8E

Accessing Your Beta Manifest URL
You should have received an email from BackerKit containing the Manifest URL for the Mutants & Masterminds 3E Beta.

If you do not see the email, check your spam or junk folder. You should also be able to retrieve the Manifest URL by logging into your BackerKit account and opening your Digital Downloads.

Your Manifest URL provides access to the beta package. Please keep it private and do not post or share it publicly.

Before Installing
The beta currently supports Foundry VTT Version 13. Foundry VTT Version 14 is still under development and is not currently supported.
Make sure Version 13 is active before installing or using the beta.
Installing on a Self-Hosted Foundry Server
  1. Launch Foundry VTT and open the Setup screen.
  2. Confirm that you are running Foundry VTT Version 13. Version 14 is still under development and is not currently supported.
  3. Select the Game Systems tab.
  4. Click Install System.
  5. Copy the Mutants & Masterminds 3E Beta Manifest URL provided through BackerKit.
  6. Paste it into the Manifest URL field at the bottom of the installation window.
  7. Click Install and allow Foundry to download and install the system.
  8. After installation, create a new world and select the Mutants & Masterminds system from the Game System menu.

We recommend creating a dedicated test world rather than installing the beta into a world containing characters or campaign material you wish to preserve.

Installing Through The Forge
  1. Make sure Foundry VTT Version 13 is active for your Forge game. Version 14 is still under development and is not currently supported.
  2. Open The Forge and go to the Bazaar tab.
  3. Copy the Manifest URL for the Mutants & Masterminds 3E Beta from your BackerKit email or Digital Downloads.
  4. Click Install from Manifest in the upper-left corner of the Bazaar.
  5. Paste the link into the field labeled Enter the Manifest URL of the package to install.
  6. Make sure the Install from the Bazaar if the package is found toggle is turned off.
  7. Click Start to begin the installation.
  8. Once installation is complete, create or configure a Version 13 world using the Mutants & Masterminds system.

Do Not Create Permanent Characters Yet
We strongly recommend that you do not create characters you intend to keep or use in a future campaign nor start a game in a system currently in beta.
The system’s architecture may change during development. Fundamental character data, powers, items, or internal structures could be altered, requiring beta characters to be reworked or rebuilt. Test characters are encouraged, but leave your treasured heroes safely in their secret headquarters until the system is ready for release.



RELEASE DELAY
29 days ago – Thu, Sep 03, 2026 at 02:23:27 PM

RELEASE DELAY


Our apologies. NO release today but we will be hard at it tomorrow trying to get it together.

There is an error we HAVE to track down before we can put it out. 

As always, thank you for your patience.