Could the SPECIAL system be applied to a Star Trek RP?

The 7 attributes would make the transition basically unscathed (though you'll have to think about what role you want "luck" to fit in your notion of the Trek universe), but you'd want to edit the skills a lot, since all weapons are energy weapons, there really aren't any locks to pick, and most everything you'd do on a starship would fall under "science." You would probably be better off just scrapping the existing skills list and just coming up with a list of skills you think would be relevant, and putting them on a 100 point (i.e. "roll under on a d100") scale.
 
Yeah, I already had the idea of getting rid of certain skills and adding others.

EDIT: Already creating & modifying the SPECIAL system for Star Trek. I added another set of values, just for languages.
 
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I run the SPECIAL system in all my RPGs at home. My kids like the SPECIAL system, they understand it, it can be transferred from one game to another with little difficulty. With luck I usually just run the options of landing a critical hit or finding decent treasure, or for successful sneak attack attempts
 
I made a modified version of the pnp SPECIAL system to run a very successful Vietnam war RPG, it was - hand on heart one of the most fun tabletop RPG's I've ever had the fortune to be a part of.
 
The way I understand it, SPECIAL was a way of having GURPS in a video game without copyright infringement. I could very well see SPECIAL as "universal" system if you're willing to dispense with levels.

To the point, BRP is a percentile skill system that's pretty basic as well. You have attributes which determine starting skills. You distribute your points from Education or Intelligence or whatever into your skills. In Call of Cthulhu, you never level up and your skills are largely limited to your profession with wiggle room for "hobbies." Skills are improved by actually using them.

In Traveller, progression is very rare, because it assumes that you've left a military branch and became a merc. As such you're actually middle-aged by that point and only "progress" with dedicated training or correspondence courses. Your stats are largely your stats and you make do with it. (Amusingly enough, your character can die in character creation since it's supposed to simulate the evolution of character's history.)

As such, I feel Star Trek generally works best on a skill model, not a leveling model, because it isn't a picaresque about gaining personal power. It's a very idealistic setting and Federation officers tend to be already-accomplished professionals, bordering on the best-of-the-best. They don't follow the conventions of a hero's arc like Luke Skywalker or lust for personal wealth the way Conan might. They've abolished money after all and are largely a post-scarcity civilization.

The 7 attributes would make the transition basically unscathed (though you'll have to think about what role you want "luck" to fit in your notion of the Trek universe), but you'd want to edit the skills a lot, since all weapons are energy weapons, there really aren't any locks to pick, and most everything you'd do on a starship would fall under "science." You would probably be better off just scrapping the existing skills list and just coming up with a list of skills you think would be relevant, and putting them on a 100 point (i.e. "roll under on a d100") scale.

That isn't very difficult to deal with. As with Call of Cthulhu it really depends on how you compartmentalize different skills in a way that makes sense to the setting. Even within Fallout, guns got collapsed from "Small Guns" and "Big Guns" to just "Guns" in NV.

Call of Cthulhu also has different splat books and provisions for time periods. For example, "Chemistry" wouldn't exist in the Dark Ages, but "Alchemy" would. Speech can be "Diplomacy" or "Fast Talk" or "Credibility" or "Social Status" and can be as granular or general as you like.

Science can be divided up into stuff like "Astrophysics," "Biology," and so forth. Or "Medicine (Human)" and so on.
 
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The 7 attributes would make the transition basically unscathed (though you'll have to think about what role you want "luck" to fit in your notion of the Trek universe), but you'd want to edit the skills a lot, since all weapons are energy weapons, there really aren't any locks to pick, and most everything you'd do on a starship would fall under "science." You would probably be better off just scrapping the existing skills list and just coming up with a list of skills you think would be relevant, and putting them on a 100 point (i.e. "roll under on a d100") scale.
I think you could though.
SPECIAL was based on GURPS, which is, as the name says Generic Universal Role Playing System.
So I see no reason why you can't change GURPS and even SPECIAL to work with a Star Trek game. I mean you don't have to stay with the movies. The Star Trek setting has a large amount of technologies, weapons and situations to chose from where certain skills as you see them in Fallout 1 or 2 could be adapted to it.
Just because there are no "locks" on the Enterprise doesn't mean such a skill would be useless ;)
And no one's saying that you can't introduce balistic weapons. The Phasers could be merely your starting gear. As far as I remember there was a least one episode in ST:Deep Space 9 where a balistic weapon was used in combination with a transporter system!

In 2375, Science Officer Chu'lak used a TR-116 rifle to murder fellow Starfleet officers Hector Ilario, Greta Vanderweg, and Zim Brott aboard the Bajoran space station Deep Space 9. Chu'lak modified the rifle with a micro-transporter, which allowed him to beam the bullet into another room, only 8-9 centimeters from its target. An exographic targeting sensor allowed Chu'lak to scan through walls and target victims anywhere on the station from his quarters. Lieutenant Ezri Dax later used a similarly modified rifle to stop Chu'lak. (DS9: "Field of Fire")
http://memory-alpha.wikia.com/wiki/TR-116_rifle

So yeah, I really see no reason why even SPECIAL could not be used with Star Trek. Though since you mentioned energy weapons. It would be interesting to see a game, where the more "traditional" weapons, like a rifle with bullets is actually taking the role of what Energy weapons are in Fallout 1. In that sense of beeing rare and highly specialiced equipment.
 
Well most "locks" would be computerized. So that'd be hacking. There are a few scenes in the series where less scrupulous characters pull away a panel and fiddle with circuit cards and whatnot.

For simplicity's sake, I'd just collapse most projectile weapons under "Guns" and be done with it. Having a separate category for Energy Weapons only makes sense in Fallout because it is important for the setting to make that distinction between high and low tech. Technology is scarce by virtue of the setting.
 
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