Pirates Skills

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=Skills=
When you are told something is not so easy, it will be assigned a skill and a target number.
There are 10 skills, which should cover most things people want to try and do:
*Athletics (Acrobatics, Athletics, Physique)
*Awareness (Listen, Notice, Search, Spot)
*Empathy (Charm, Sense Motive, Will saves)
*Engineering (Arctech, Mechanics, Tech)
*Fight (Fighting and combat, Intimidate)
*Lore (Knowledge, Lore, Medicine)
*Piloting (Drive, Flight, Navigation, Piloting)
*Subterfuge (Burglary, Deceive, Open Lock, Sleight of Hand, Stealth)
*Tradecraft (Carpentry, Smithing, Tailoring)
*Rank (Command, Importance, Influence, Resources)
Rank is a special skill in that it determines your standing amongst the crew, players with higher Rank will be in charge of those with less.
You will select several of these skills to have bonuses at char gen. When you are asked to do something “not so easy…”, roll 3dFudge (Fate dice) and add your skill bonus. If you equal or beat the target number, you succeed.
Player: "I cross the river."
GM: "OK, thats not so easy, give me Athletics 2"
Player: rolls 3dFudge (gets --+), adds athletics skill (4), total 3, passes the check, crosses the river.
Interest
Each trait has one interest, which only regens at mission start, and can be narrated for a +3 on any skill you have rolled (after rolling). Only the player who makes the check can spend interest, not those who assisted.
Teaming up
If working together, the best skill person rolls, with a +1 for every time the number of participants, with the appropriate skill at 1 or better, has doubled.
Players with the skill	1	2 	4 	8 	...
Skill bonus 	0	+1	+2	+3	...