Lair of the Dusk Witch

Skulls Without Number: Skill List

I recently played Forbidden Bounty, the intro starter adventure for Fantasy Flight Games’ Warhammer 40,000: Rogue Trader TTRPG (RT for short). I wanted to evaluate the system and what I recalled about it before I committed to a full game in the system and setting.

After much hemming and hawing, I decided I do not like the system as is.

This is a problem, because I’ve been itching to play a Rogue Trader game for some time now. (Maybe I’ll go into why at some other point.) So I am left with two options: either accept the system as is and try to tweak it, or just use something I already like and am familiar with. I’ve opted for the latter. I’ve decided to take the chassis, combat system, and resolution mechanics of Stars Without Number and use it as my base. From this, I will modify it to capture elements of the FFG game that I like, while retaining the simpler, low-modifier resolution systems and combat mechanics. I call this project Skulls Without Number.

As my first step, I took a look at was the two games skill lists. RT stands in the tradition of games like Traveller or Call of Cthulhu with long, very specific skill lists. SWN, on the other hand, has a shorter skill list with broader skills. In RT, each skill is paired with a specific characteristic1, while in SWN, each skill can be used with any characteristic as long as it’s reasonable for the test.

One of the things I do like about RT is the large amount of customization your character can have, and having a long list of skills certainly helps that. A character who is good at Sleight of Hand can be different than a character skilled in Silent Move and Concealment, despite both of those being sneaky actions. The increased number of skills also means that character creation can have a lot of meaningful choices, without the characters starting the game trained in every single skill. So from the start, I knew I wanted to expand on the list of skills in SWN to a point closer to vanilla RT.

On the other hand, the RT skills are very specific, and divided broadly into “basic” or “advanced” skills.2 For example, the Dodge skill is primarily use for a single combat action (negating a hit); Contortionist is separate from other athletic-type skills and is only used for escaping bonds or grappling in combat; and Logic is a “give me answers GM” skill that I don’t really like in my games. Beyond that, certain skills (like the Lore skills, Pilot/Drive/Navigate skills, Trade, etc.), are actually anywhere from three to sixteen individual skills packed into a trenchcoat.3 I knew I was going to have to consolidate the skill list here.

To aid me, I mapped RT’s skills with their closest equivalents in Stars Without Number:4

Rogue Trader Skill Equivalent SWN/WWN Skill
Acrobatics Exert
Awareness Notice
Barter Trade
Blather Talk
Carouse Connect
Charm Talk/Lead
Chem-Use Heal
Ciphers Non-Skill
Climb Exert
Commerce Administer/Trade
Command Lead
Common Lore Know*
Concealment Survival
Contortionist Exert
Deceive Talk
Demolition Fix
Disguise Perform/Sneak
Dodge Non-Skill
Drive Pilot
Evaluate Trade
Forbidden Lore Know*
Gamble -
Inquiry Connect/Know
Interrogation -
Intimidate Talk
Invocation Psychic Skills/Pray
Literacy Non-Skill
Logic Know
Medicae Heal
Navigation Pilot/Survival
Performer Perform
Pilot Pilot
Psyniscience Psychic Skills?
Scholastic Lore Know*
Scrutiny Notice
Search Notice
Secret Tongue Non-Skill
Security Fix
Shadowing Sneak
Silent Move Sneak
Sleight of Hand Sneak
Speak Language Non-Skill
Survival Survival
Swim Exert
Tech-Use Program/Fix
Tracking Survival
Trade Work/Fix
Wrangling Survival/Ride

There were a couple of insights I gleaned right off the bat:

After reviewing this list, I quickly decided on what I wanted for skills. This is the preliminary skill list for Skulls Without Number:

Merged Skill List
Administer
Cogitomancy (Program)
Connect
Drive
Exert
Fix
Gamble
Heal
Know Common
Know Forbidden
Know Scholastic
Lead
Navigate
Notice
Perform
Pilot
Pray
Psychic Skills
Punch
Shoot
Sneak
Stab
Survive
Talk
Trade
Work

As you can see, it’s not actually that different from the SWN list. There are a few key additions, but after looking at all the things I could drop from RT’s skills, and all the overlap in the two skill lists, I realized I didn’t need to make sweeping changes. However, some changes did need to be made to fit with my vision for my Rogue Trader campaign, and the 40k setting:

Alright, that’s a heck of a lot of words for one little thing. Feedback is appreciated, of course, but I’ve got something to work off of now. I feel like a marriage between what I like about RT and SWN is possible, and I can move forward. Up next, I might make a list of things I’m adapting wholesale from each game.


  1. Except sometimes, under certain circumstances, you’re allowed to use a different characteristic for the skill. It’s very fiddly and inconsistent, like many of the other things in the system. One of the things that kinda dragged me out of the game when I played it.

  2. In RT, Basic Skills can be tested by anyone, but if they are untrained, you test against half the governing characteristic. Advanced Skills can’t even be attempted until they are trained. This is something that is unnecessary in a less specific framework, where a GM can just determine if the test is even reasonable with the character’s background, situation, etc.

  3. Whenever you would gain one of these “Skill Groups”, you wouldn’t get the full skill, you’d get the specific subsidiary skill. You can’t just learn “Scholastic Lore”, you have to learn “Scholastic Lore (Imperial Creed)”, which might not help with tests for “Scholastic Lore (Astromancy)”.

  4. These lists were created based on the skill list in Stars Without Number 2nd Edition Core Rulebook, p. 8; Worlds Without Number Core Rulebook, p. 10; and Warhammer 40,000: Rogue Trader Core Rulebook, pp. 73-88.

  5. I am still trying to decide if Drive should also cover mounts and creature riding, or if that belongs under Survival.

#rogue-trader #rpg #skulls-without-number #swn #wh40k