Fate Core
From Roll20 Wiki
Skill Rolls
Fate Core is not meant to be a rules-heavy guide, but courtesy of Nick T. our campaign has worked out a Token-based set of dice-rolls for all 18 Fate Core Skills, and a variant initiative roll. Write a Macro in the following form for each Skill:
"Athletics"
@{selected|token_name} uses Athletics skill:
/roll 4df+ @{selected|Athletics} + ?{Modifier?|0}
Then when you click any Token, player or NPC, a set of buttons will appear at the top for each Skill, provided you have created a set of Attributes for each skill on the character's sheet.
The roll will pause for an optional Modifier (if you have a particular Aspect, Stunt or Boost good for +2 to a skill, for example.)
Check the box "Set as Token Action" and make them visible to "All Players".
Alternative Initiative System
Fate Core compares Notice Skills for determining Turn Order (when a Physical Conflict starts). That's it. However, our particular campaign uses a variant to add a Fate dice roll (4df) to Notice, and put the result in the Turn Tracker. We have included a Macro as follows; roll while clicking the character concerned.
"Initiative-Physical"
@{selected|token_name} rolls for randomized Physical Turn Order (break ties by comparing Athletics; if still tied compare Physique)
/roll 4df+ @{selected|Notice} + ?{Initiative Modifier?|0} &{tracker}
For mental conflicts:
"Initiative-Mental"
@{selected|token_name} rolls for randomized Mental Turn Order (break ties by comparing Rapport; if still tied compare Will)
/roll 4df+ @{selected|Empathy} + ?{Initiative Modifier?|0} &{tracker}
For both of these, check "Show as Token Action" and make the macro visible to "All Players".