About
UFL Mini is a simple but flexible system for handling turn-based combat for your roleplaying games, with a focus on simplicity and ease of use. Inspired by DnD, UFL, Rendezvous Fight and other systems, simplified and distilled.
About Developer
Hello. I'm Wrecksler, also going by the name ShadeAnimator. I've been in ERP community since around 2010, and have been developing tools and systems for roleplayers since around 2013. Most notable are GMHelper, Rendezvous Fight and UFL, as well as Fallout4 F4AK - I was part of the team that cracked and simplified and developed tools an documentation about creating custom animations for Fallout 4.
Why "Mini"?
Because it is a spin-off project from UFL 2.0. While developing UFL 2.0 I realized that it will take a lot more time and effort to develop it, and it might even end up being too complex for majority of people. So I decided to take the core idea behind UFL 2.0 and make a project out of it. I called it UFL Mini, because it's a mini version of what UFL 2.0 was\is meant to be.
I don't yet know whether I will grow UFL Mini to become UFL 2.0 over time, or whether UFL 2.0 will be a separate project existing alongside UFL Mini. I guess we'll see!
UFL Mini — Rules & Guide
Quick Start
- Sign Up using only Username and Password. Your username will be your character's name. You can create multiple profiles for multiple characters.
- Adjust your character attributes (only a few), and optionally upload it's avatar images.
- Choose which moves your character can perform from a list of Default and Community moves.
- Create or join a room from the dashboard.
- Select your role: participant fights; observer watches, chats and comments.
- As participant, click Join Room, then Ready. When all participants are ready, the match starts.
Core Rules
Character Attributes
- HP (Health Points) — Your total health.
- AC (Armor Class) — 0–20, default 10. Attacks must meet or exceed AC to hit.
- DMG (Damage Modifier) — Flat bonus added to some damage rolls (e.g.,
1d6 + DMG).
- AP (Action Points) — Energy to perform moves each turn. Default 3 AP per turn.
Combat Flow
- Initiative — At match start each participant rolls a d20. Highest to lowest defines turn order; ties break by username.
- Attack Resolution — An attack hits on
1d20 ≥ target AC.
- Critical Hit — Natural 20; damage is doubled.
- Status
- Unconscious: HP ≤ 0.
- Dead: If a single damage instance drives HP to ≤ −(Max HP ÷ 2).
- Turns & AP — On your turn, use moves while you have AP > 0. When AP is spent, your turn auto-ends and advances.
Per-Room State
In-match stats (current HP/AP, move uses, status) are instanced per room, so you can fight in multiple rooms independently.
Moves
- Definition: Name, Damage (e.g.,
1d6, 1d12, 1d20 + DMG), AP Cost, optional Uses per Match, Description.
- Global Library: All user-created moves are available for others to select.
- Selection: Each fighter builds a personal Move Set from the library.
Important: New fighters start with no moves selected. Go to Profile → Move Set and choose your moves, otherwise you cannot act in combat.
To add a new move to the global library, use the Moves page: specify name, damage expression (e.g., 1d6 or 1d8 + DMG), AP cost, optional per-match uses, and a short description.
Lobby & Match
- Roles: Participants fight; observers spectate and chat.
- Ready: Match starts automatically when all participants are ready.
- Log: The chat/log records turn changes, moves, rolls, damage, and status changes.
Have fun and welcome to the UFL underground.