New Pie

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The Attributes
Each attribute is associated with 3 skills, one of which is referred as the attribute's key skill &mdash; the archetypical, stereotypical way that the attribute is used.

Awareness (Awr)
Attention to your surroundings. Your Awareness modifier is added to initiative rolls, ranged defense, and Reflex saves. The key skill for Awareness is Vigilance and it's also tied to Research and Sense Motive checks.

Determination (Dtr)
The drive to reach your goals. Your Determination modifier is added to morale per level, social defense, and Will saves. The key skill for Determination is Focus and it's also tied to Intimidate and Survival checks.

Fitness (Fit)
Physical integrity and power. Your Fitness modifier is added to melee/unarmed attack checks and Affliction Saves. Fitness score sets Health. The key skill for Fitness is Athletics and it's also tied to Competition and Stealth checks.

Grace (Grc)
Your agility and elegance. Grace modifier is added to lifestyle, melee/unarmed Defense, and spell (FX) save DCs. The key skill for Grace is Impress and it's also tied to Acrobatics and Acting checks.

Guile (Gul)
Cunning and creativity. Your Guile modifier is added to social attack checks and skill points per level. Guile score sets Spells (FX) known. The key skill for Guile is Parley and it's also tied to Deception and Tactics checks.

Precision (Prc)
Accuracy and attention to detail. Your Precision modifier is added to starting proficiencies, ranged attack checks, and spellcasting (FX) checks. The key skill for Precision is Expertise and it's also tied to Mischief and Profession check.

The Skills

 * Main Article: Skill Fields

The Mastercraft Skill checks have been reorganized into 18 new skills based on their relationship to the New Pie Attributes. These skills can be loosely grouped in to environmental, social, and technical applications of each Attribute.

Acrobatics

 * Attribute: Grace
 * Checks: Balance, Breakfall, Tumble (page 69)
 * Summary of Changes: Sheds Jump to emphasize agility rather than strength.

Acting

 * Attribute: Grace
 * Checks: “Blend” was Stealth (page 71), “Disguise” was Mask (page 74), Imitate (new)
 * Summary of Changes: Combines Blend and Disguise. Does away with active/passive split, instead focusing on use of social factors (crowds, behavior) to avoid detection.

Athletics

 * Attribute: Fitness
 * Checks: Climb, Jump, Swim (page 70)
 * Summary of Changes: Sheds Push Limit to Competition. Gains Jump. Go-to skill for movment via physical power.

Competition

 * Attribute: Fitness
 * Checks: Pursuit (includes while mounted), Push Limit (page 69), Sports (older editions)
 * Summary of Changes: New skill for physical interaction. Preping for the return of Chases.

Deception

 * Attribute: Guile
 * Checks: Conceal Action, Stash (page 79)
 * Summary of Changes: Elements of Prestidigitation with several combat actions. Go-to skill for physically misleading opponents.

Expertise (Field skill)

 * Attribute: Precision
 * Checks: Maneuver (page 80), Operate (new)
 * Summary of Changes: Field skill absorbing Ride with extra expansibility in modern/futuristic settings. Go-to skill for complex gear use.

Focus

 * Attribute: Determination
 * Checks: Concentrate (page 80)
 * Summary of Changes: Formerly Resolve. Sheds Relax check.

Impress

 * Attribute: Grace
 * Checks: Calm (page 78), Influence, Persuade (page 74)
 * Summary of Changes: Gains the Calm check from Medicine.

Intimidate

 * Attribute: Determination
 * Checks: Browbeat, Coerce (page 75)
 * Summary of Changes: No change

Mischief (Field skill)

 * Attribute: Precision
 * Checks: Bypass, Disable, Counterfeit, Sabotage (new)
 * Summary of Changes: Field skill for abusing equipment. Go-to skill for malicious gear use.

Parley

 * Attribute: Guile
 * Checks: Bargain (page 74), Lie (page 72), Negotiate (as per Spycraft 2.0)
 * Summary of Changes: Bluff + Haggle + negotiation from SC2.0. Go-to skill for talking things out.

Profession (Field skill)

 * Attribute: Precision
 * Checks: Assemble, Repair, Salvage, Income
 * Summary of Changes: Field skill replacing Craft. Named for expansibility in modern/futuristic settings. Go-to skill for gear creation.

Research

 * Attribute: Awareness
 * Checks: Decipher (page 76), Identify, Research (page 77)
 * Summary of Changes: Formerly Investigation, sheds Canvas to Sense Motive

Sense Motive

 * Attribute: Awareness
 * Checks: Canvass (page 76), Detect Lie (page 82)
 * Summary of Changes: Picks up Canvas check as a sort of mass-multiple use of Detect Lie.

Stealth

 * Attribute: Fitness
 * Checks: Hide (page 82)
 * Summary of Changes: Formerly Sneak. Does away with active/passive split, instead focusing on use of physical factors (terrain, lighting) to avoid detection.

Survival

 * Attribute: Determination
 * Checks: Forage, Track (page 82)
 * Summary of Changes: No change

Tactics

 * Attribute: Guile
 * Checks: Ambush, Outmaneuver (page 83)
 * Summary of Changes: No change

Vigilance

 * Attribute: Awareness
 * Checks: “Detect” was awareness (page 78), Perception (page 81)
 * Summary of Changes: Combines Notice and Search. Does away with active/passive split, instead providing a go to skill for perception.

Basic Skill Mastery Pairs
When taking the Basic Skill Mastery feat, you may select any two skills you wish with the caveat that only one may be a Key Skill.

Classes

 * Main Article: Converting existing classes

Combat

 * Main Article: Combat Actions

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