DrakosDJ
May 21st, 2026, 06:53
[Extension] Mutants & Masterminds 3e - Automated Chained Area Saves (v2.2)
Mutants & Masterminds 3e: Automated Chained Area Saves & Hover Target Indicators (v2.2)
Hello fellow Mutants & Masterminds GMs and Players!
Tired of manually measuring spell or explosion radii, looking up Evasion ranks, and rolling separate Dodge and Resistance saves for every single target caught in an area effect?
This lightweight extension automates the entire process for Mutants & Masterminds 3rd Edition (rulesets: Mutants and Masterminds 3rd / MutantsAndMasterminds) on Fantasy Grounds Unity! It handles distance calculations on the map, chains saving throws together, manages non-damage effect DCs, and provides beautiful interactive target-hover highlights.
Key Features
Map-Based Distance Math & Explosive Auto-Scaling Automatically calculates which tokens are inside an Area effect based on the grid distance between the attacker and targets. Features Explosive Step-Down Math where resistance/damage saves dynamically scale down based on the radius (defaults to 30ft).
Chained Saves Automation Automates the classic two-step save sequence: Dodge Save (for half effect) -> Resistance Save (Toughness/Fortitude/Will). If a target succeeds on their Dodge save, the extension automatically halves the rank for the subsequent resistance roll. Fully integrates Evasion ranks: Evasion 1 grants +5 to the Dodge save, and Evasion 2 completely negates the effect on a successful Dodge save (0 damage/effect).
Interactive Hover Indicator (Target Underlays) No more drawing line templates! Simply hover your cursor over the attack name or damage box, and all affected targets in range will highlight instantly on the map with a glowing token underlay. Works on NPC sheets, the Combat Tracker, and PC weapon list items.
Custom Keyword Manager M&M differentiates between Damage (DC +15) and non-damage Effects (DC +10 like Affliction, Weaken, Nullify, etc.). Type /areakeywords in chat to open a custom graphical manager. GMs can dynamically add, delete, or reset keywords to perfectly control which attacks default to DC +10 instead of DC +15!
How-To Guide: Step-by-Step Use
1. Setting Up Weapons and Powers On PC Weapon Sheets: Locate the range cycler icon on the right side of the weapon entry. Click to cycle to the Area (cyan cone/radar icon) or Perception (radar eye sight icon) state. Selecting Area or Perception automatically hides the attack roll bonus box and expands the name input field, keeping your sheet clean!
On Powers / Actions Sheet: Standardized range cyclers are also present on all power action sub-items and combat tab entries. Simply cycle them to the desired icon.
2. Defining the Attack Description (The Parser) The extension reads the weapon or power description to determine the defense type, DC, and radius. Make sure your descriptions contain standard M&M terminology: Damage attacks: "vs Toughness" or "Damage (Toughness)" (defaults to DC +15).
Effect attacks: "vs Fortitude" or "vs. Will" (e.g., Afflictions, Weaken; defaults to DC +10).
Radius definitions: Add "30ft" or "30 ft" inside the text to set a custom radius (falls back to 30ft if unspecified).
Example Description: "Dodge DC 15 vs Toughness, Area Burst 30ft"
3. Setting Up the Map & Targeting (Origin and Directions) To calculate map-based distances and shapes correctly, the extension needs to know where the area effect originates on the map, and in what direction it points (for lines and cones). The Origin Point (Dummy Actor): Create a "dummy" combatant on your Combat Tracker. IMPORTANT: The dummy actor's name must be one of these specific keywords: "epicenter", "blast", "center", "template", or "area".. Drag its token onto the map to represent the epicenter of the attack (like a burst center or the start of a cone/line).
Targeting the Origin: When the attacking character makes the area roll, they must first target this Dummy Origin token on the map. This defines the center or starting coordinate of the area effect.
Directing Lines & Cones (Secondary Targets): For directional area shapes (like Lines or Cones), the direction is determined by a secondary target: The attacker targets the Dummy Origin token first (which defines the start of the line or cone).
The attacker targets a secondary token (which can be a target enemy token or another direction marker on the map).
The extension automatically uses the vector from the first target (the origin) to the secondary target to calculate the path of the line or cone, catching any tokens positioned within that directional template!
4. Previewing Targets (The Hover System) How to Hover: NPCs: Hover over the attack entry name on the NPC sheet or Combat Tracker.
PCs: Hover over the Resistance/Damage roll box (damagetotalbonus) on the weapon line.
What happens: Affected targets on the active map instantly light up with a glowing underlay circle, giving you a perfect preview before rolling. Perception range bypasses map math entirely and respects only the tokens you have manually targeted.
5. Rolling the Saves Double-click or drag the resistance/damage box to roll the save. The chat box will display: The Dodge saving throw roll for each targeted creature (with Evasion modifiers applied automatically).
The automated result (e.g., "Saves for half effect", "Evasion Rank 2 - No effect").
The chained Resistance roll (Toughness/Fortitude/Will) with the DC adjusted dynamically depending on the Dodge success.
6. Customizing Keywords (GM Only) Type /areakeywords in the chat entry. The Area Effect Keyword Manager window will open. Click "+" to add custom keywords (like "paralyze", "paralyse", or "poison").
Click the delete icon to remove any keyword, or hit Reset to Defaults to restore standard M&M ruleset keywords (affliction, weaken, nullify, nulify, mind reading, drain, leach).
Compatibility & Installation Rulesets: Mutants and Masterminds 3rd, MutantsAndMasterminds, CoreRPG Installation: Drop the MM3_Area_Saves.ext file directly into your FGU extensions folder, check the box in the launcher, and start your campaign! Performance: Extremely lightweight. All calculations are optimized to run smoothly even with large combat trackers.
Enjoy automated superhero clashes and keep the action flowing fast! Feedback, bug reports, and suggestions are welcome below.
Mutants & Masterminds 3e: Automated Chained Area Saves & Hover Target Indicators (v2.2)
Hello fellow Mutants & Masterminds GMs and Players!
Tired of manually measuring spell or explosion radii, looking up Evasion ranks, and rolling separate Dodge and Resistance saves for every single target caught in an area effect?
This lightweight extension automates the entire process for Mutants & Masterminds 3rd Edition (rulesets: Mutants and Masterminds 3rd / MutantsAndMasterminds) on Fantasy Grounds Unity! It handles distance calculations on the map, chains saving throws together, manages non-damage effect DCs, and provides beautiful interactive target-hover highlights.
Key Features
Map-Based Distance Math & Explosive Auto-Scaling Automatically calculates which tokens are inside an Area effect based on the grid distance between the attacker and targets. Features Explosive Step-Down Math where resistance/damage saves dynamically scale down based on the radius (defaults to 30ft).
Chained Saves Automation Automates the classic two-step save sequence: Dodge Save (for half effect) -> Resistance Save (Toughness/Fortitude/Will). If a target succeeds on their Dodge save, the extension automatically halves the rank for the subsequent resistance roll. Fully integrates Evasion ranks: Evasion 1 grants +5 to the Dodge save, and Evasion 2 completely negates the effect on a successful Dodge save (0 damage/effect).
Interactive Hover Indicator (Target Underlays) No more drawing line templates! Simply hover your cursor over the attack name or damage box, and all affected targets in range will highlight instantly on the map with a glowing token underlay. Works on NPC sheets, the Combat Tracker, and PC weapon list items.
Custom Keyword Manager M&M differentiates between Damage (DC +15) and non-damage Effects (DC +10 like Affliction, Weaken, Nullify, etc.). Type /areakeywords in chat to open a custom graphical manager. GMs can dynamically add, delete, or reset keywords to perfectly control which attacks default to DC +10 instead of DC +15!
How-To Guide: Step-by-Step Use
1. Setting Up Weapons and Powers On PC Weapon Sheets: Locate the range cycler icon on the right side of the weapon entry. Click to cycle to the Area (cyan cone/radar icon) or Perception (radar eye sight icon) state. Selecting Area or Perception automatically hides the attack roll bonus box and expands the name input field, keeping your sheet clean!
On Powers / Actions Sheet: Standardized range cyclers are also present on all power action sub-items and combat tab entries. Simply cycle them to the desired icon.
2. Defining the Attack Description (The Parser) The extension reads the weapon or power description to determine the defense type, DC, and radius. Make sure your descriptions contain standard M&M terminology: Damage attacks: "vs Toughness" or "Damage (Toughness)" (defaults to DC +15).
Effect attacks: "vs Fortitude" or "vs. Will" (e.g., Afflictions, Weaken; defaults to DC +10).
Radius definitions: Add "30ft" or "30 ft" inside the text to set a custom radius (falls back to 30ft if unspecified).
Example Description: "Dodge DC 15 vs Toughness, Area Burst 30ft"
3. Setting Up the Map & Targeting (Origin and Directions) To calculate map-based distances and shapes correctly, the extension needs to know where the area effect originates on the map, and in what direction it points (for lines and cones). The Origin Point (Dummy Actor): Create a "dummy" combatant on your Combat Tracker. IMPORTANT: The dummy actor's name must be one of these specific keywords: "epicenter", "blast", "center", "template", or "area".. Drag its token onto the map to represent the epicenter of the attack (like a burst center or the start of a cone/line).
Targeting the Origin: When the attacking character makes the area roll, they must first target this Dummy Origin token on the map. This defines the center or starting coordinate of the area effect.
Directing Lines & Cones (Secondary Targets): For directional area shapes (like Lines or Cones), the direction is determined by a secondary target: The attacker targets the Dummy Origin token first (which defines the start of the line or cone).
The attacker targets a secondary token (which can be a target enemy token or another direction marker on the map).
The extension automatically uses the vector from the first target (the origin) to the secondary target to calculate the path of the line or cone, catching any tokens positioned within that directional template!
4. Previewing Targets (The Hover System) How to Hover: NPCs: Hover over the attack entry name on the NPC sheet or Combat Tracker.
PCs: Hover over the Resistance/Damage roll box (damagetotalbonus) on the weapon line.
What happens: Affected targets on the active map instantly light up with a glowing underlay circle, giving you a perfect preview before rolling. Perception range bypasses map math entirely and respects only the tokens you have manually targeted.
5. Rolling the Saves Double-click or drag the resistance/damage box to roll the save. The chat box will display: The Dodge saving throw roll for each targeted creature (with Evasion modifiers applied automatically).
The automated result (e.g., "Saves for half effect", "Evasion Rank 2 - No effect").
The chained Resistance roll (Toughness/Fortitude/Will) with the DC adjusted dynamically depending on the Dodge success.
6. Customizing Keywords (GM Only) Type /areakeywords in the chat entry. The Area Effect Keyword Manager window will open. Click "+" to add custom keywords (like "paralyze", "paralyse", or "poison").
Click the delete icon to remove any keyword, or hit Reset to Defaults to restore standard M&M ruleset keywords (affliction, weaken, nullify, nulify, mind reading, drain, leach).
Compatibility & Installation Rulesets: Mutants and Masterminds 3rd, MutantsAndMasterminds, CoreRPG Installation: Drop the MM3_Area_Saves.ext file directly into your FGU extensions folder, check the box in the launcher, and start your campaign! Performance: Extremely lightweight. All calculations are optimized to run smoothly even with large combat trackers.
Enjoy automated superhero clashes and keep the action flowing fast! Feedback, bug reports, and suggestions are welcome below.