Fate Core
From Roll20 Wiki
Skill Rolls
Fate Core is not meant to be a rules-heavy game, 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 of the Skills on the character's sheet. Note that, if you use the offered Fate Core fillable Character Sheet, it will tend to introduce a lot of junk-boxes in the Attributes column filled with words. We just made a Blank Character in the Journal where those are moved to the bottom and have our 18 Skills, Fate Points and Refresh as our character Attributes.
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".