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Fate Core

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Revision as of 03:04, 19 April 2015 by Pierre S. (Talk | contribs)

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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:

@{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.)

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".