SPY & THIEF
The abilities of the thief and spy are similar, but the two are separate skills. A thief must be able to read and write in
one language at Rank 3 if he wishes to advance beyond Rank 3; a spy must be able to read and write in one
language at Rank 4 if he wishes to advance beyond Rank 2. When a character is both a spy and a thief, his player
may use the better of the two percentages to perform a given ability.  
A spy or thief can pick locks or open
safes with the aid of their tools.  The time a spy must spend to implement their pick lock ability is (240 -
[20 x Rank] ) seconds, and (30 - [2 x Rank] ) minutes to use their open safe ability.
A thief requires half the
time listed to perform either ability.  If the GM's roll on percentile dice is equal to or less than the success
percentage, the spy or thief has opened the safe or picked the lock. If the roll is greater than the success
percentage, the safe or lock resists the spy's or thief's best efforts. If any trap remains in place when a spy or thief
attempts to open a safe or pick a lock, it is triggered by that action.
             
  For Spy to Pick Lock ([MD] + [4 x Rank] - [6 x Lock Rank])
               For Thief to Pick Lock([2 x MD] + [6x Rank] - [6 x Lock Rank])
               For Spy to Open Safe([MD] + [3 x Rank] - [7 x Safe Rank])
               For Thief to Open Safe ([2 x MD] + [5 x Rank] - [7 x Safe Rank])
                                                                                                                MD = Manual Dexterity

A spy or thief can attempt to detect traps and, should the spy or thief succeed, can try to remove them.
A spy or thief can make one attempt to detect traps (which requires 10 seconds) in a particular location per day. A
spy must spend (24 - [2 x Rank] ) minutes to use their remove trap ability, while a thief requires half that time. The
GM must make one percentile roll for each trap to see if the spy or thief detects it. If the roll is less than or equal to
the success percentage, the spy or thief notices the location of the trap. If the roll is above the success percentage,
they remain blissfully unaware of the trap's presence.

              
 For Spy to Detect Trap  ([2 x Perception] + [7 x Rank] )
               For Thief to Detect Trap ([Perception] + [11 x Rank] )
               For Spy to Remove Trap ([MD] + [7 x Rank] - [5 x Trap Rank] )
               For Thief to Remove Trap([2 x MD] + [11 x Rank] - [5 x Trap Rank] )

When a spy or thief attempts to remove a trap, the GM rolls percentile dice. If the roll is less than or equal to the
success percentage, the spy or thief has removed the trap without triggering it. lf the spy or thief has a trap
container, he may store the removed trap. If the GM's roll is greater than the success percentage, the trap is
triggered.
A spy or thief can sometimes detect a secret or hidden aperture.  Any character can try to find a secret or hidden
aperture if they spend time sounding and searching the appropriate wall, floor, or ceiling. A spy or a thief has a ([2 x
Perception] + [5 x Rank]) % chance of noticing that a secret or hidden aperture is within (5 + Rank) feet of them. If
the GM's roll on percentile dice is equal to or less than the success percentage, the spy or thief character senses
that at least one hidden or secret door is in their detection area (but is not told how many). If the roll is greater than
the success percentage, the spy or thief does not notice the aperture(s).
A spy or thief can attempt to pick the pocket of another being without being detected.
A spy or thief has a base success percentage equal to ([3 x Manual Dexterity] + [6 x Rank]) % to
pickpocket a being.
The following modifiers are applied to the success percentage:
The victim is unconscious +50%       The victim is sleeping or stunned +25%          The victim is drunk +5%
The victim cannot see well in current circumstances (e.g., human at night) +10%
The pickpocket attempt is made in an uncrowded area and the victim has at least a slight suspicion of the spy or
thief's intentions -15%                           
The object to be pick pocketed is in a sealed pocket, pouch or compartment -20%
The object to be pick pocketed is affixed to the victim's person or is something used constantly during the day by
the victim -30%  
The object makes noise when moved -25%    The victim wears metal armor or garments -5%
The victim is an assassin thief or spy: Subtract (5 x Victim's Rank) %
It is assumed that the spy or thief attempting to pickpocket is not handicapped by their physical condition; if they
are, the GM should modify the success percentage accordingly.  If the GM's roll on percentile dice is equal to or
less than the success percentage, the spy or thief filches the object desired without their victim noticing. If the roll is
between one and two times the success percentage, the spy or thief is detected by the victim just after the object
has been removed from its storage place. If the roll is equal to or greater than twice the success percentage, the
spy or thief is caught with their hand in the victim's pocket.

A spy or a thief will develop a photographic memory as they gain experience.  A spy's success percentage to
employ their photographic memory ability is ([2 x Perception] + [12 x Rank]) %. A thief's success percentage is
([Perception] + [10 x Rank] )%. A spy or thief can use the ability without error for up to (1 + [1 x Rank]) days. When
a spy or thief   uses the ability after the error-free time limit is expired, reduce their Rank for success percentage
calculation (only) by one for each day over that time limit. If the GM's roll on percentile dice is equal to or less than
the success percentage, the spy or thief can recall visual details, such as those of a room or a piece of parchment,
etc. if they observed it for the requisite length of time. A spy must have observed the object in question for (120 -
[10 x Rank]) seconds to use the ability, and the thief must have spent twice that time. If the roll is greater than the
success percentage, the spy's or thief's memory has more and more gaps in it as the roll approaches 100. A spy or
thief tests their photographic memory ability whenever they try to verbally describe an object or place, whenever
they call on their memory to gain a mental image of the object or place, or whenever they record it in writing. If a spy
or thief fails to recall an object or place once, they cannot use the ability again to try to recall the image of that
object or place unless they have sine returned to it.
A spy increases their chance of performing an activity involving stealth  by 2% per Rank they have achieved; a thief
increases their chance to perform stealth-related action by 1% per Rank.    A spy or thief acquires an ability unique
to their skill. A spy may use their photographic memory ability to recall spoken phrases. Even if a spy does not know
the language used, they can reproduce the phrases phonetically. Additionally, when a spy concentrates for (60 - [5
x Rank] ) seconds, they can extend their range of vision and hearing to (100 + [5 x Rank])% of what it normally is. A
thief can, as long as they can find a purchase sufficient to bear their weight, climb any structure. Their success
chance when climbing on a structure not made for that purpose is ([4 x Manual Dexterity] + [10 x Rank] - [Structure
Height in Feet /10] )%. (Round the structure height down.) If the GM's roll is greater than the success percentage,
the thief has fallen in climbing the structure. To determine the height at which the thief falls, roll D100. Round the
number off to the nearest 10% (a roll of 5 is rounded down), and multiply the height the thief sought to attain by that
percentage. A thief suffers ([Height in Feet /10] Squared) Endurance Points when they fall.
A spy or thief must spend (250 + [150 x Rank]) Silver Pennies per year to maintain a proper set of thieving
equipment. A spy or thief who does not spend the above amount operates as if he were two Ranks less proficient
when performing any of the abilities. If their Rank for these abilities is temporarily reduced to a negative number,
they cannot perform them until they meet expenses. The above cost does not include any trap containers that the
spy or thief may wish to purchase.
The spy and the thief practice their
trades covertly, in order to avail
themselves of the well-guarded wealth of
the powerful. The spy represents himself
as one worthy of their victim's trust to
gain access to valuable information. They
will continue their impersonation until the
victim is sucked dry of everything of value
or until the spy is discovered. The thief
has a more prosaic task to accomplish:
for (hopefully) undisturbed removal of
property from a supposedly secure place
of storage. A thief usually seeks
monetary rewards for their efforts, and
will cultivate contacts in the underworld of
their area of operations. These contacts
will enable them to discover where the
choicest items are stored, and aid them
in disposing of their ill-gotten gains. If a
spy or thief character wishes to use their
skill while not accompanied by the rest of
the party, the GM should run a solo
adventure (unless the task the spy or
thief sets them self is very easy). A thief
who is caught in the act of burglary is
liable to the stiff penalties of medieval
times: a hand is removed for the first
(known) offense; a second time merits
the removal of the other hand or the eye
opposite the missing hand, with a greater
degree of dismemberment for each
succeeding offense. A spy had best not
be captured after discovery: the
traditional punishment for an exposed
spy was to draw and quarter the prisoner.