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Weapons of Star Ocean



Amongst the infinity of worlds within the universe of Star Ocean, and endless variety of weapons can be found.  Expel has seen a small, but unusually a very technologically varied selection of weapons.  The types of weapons which are readily available are largely medieval European in nature, and the martial art of choice is armed fistfighting.  Consequently, if you'd like to use exotic weapons and fighting styles, it will only be possible for an offworldly character.

When you create your character, you should choose what types of weapons they can equip.  I would recommend that you keep it to one or two types.  Many of the Skills you can learn can be used to make and/or personalize and improve upon your weapons.  Generally, archaic weapons will become stronger through heraldic enchantment, while advanced weapons get technological upgrades...but sometimes you can do both!

Below are all the major types of weapons from the PSX game plus as many appropriate armaments I could think of, with their strengths measured relatively in a way that will aply throughout the game.  The maximum strength a weapon can have in any area is 6, and the minimum is 1.  Their overall strength will always add up to 9.  This is only for reference; I will create the specific weapons the characters come across by referring to these numbers or the numbers you work out when you create your own weapon.

Attack Strength refers to the weapon's ATP and general damage capability.  Attack Speed refers to the Dexterity bonuses it gives your character, if any, which will likely increase the number of hits it is capable of.  Magic refers to how likely the weapon is to give you a magical enhancement.  It will usually be an enhancement of your MAG stat, but weapons that are more magical in nature are also more likely to give other bonuses, such as halving MP.

If you would like to create your own weapon type, remember that mechanical weapons always have a magic value of 1. Also, making your weapon long-range will cost 1 point, and lastly, none of the three weapon attributes may be below 1 or above 6.



Close-range Weapons

  Strength Speed Magic
Swords 4 3 2
Dual Shortswords 3 4 2
Mechanical Smashing Weapons * 6 2 1
Knuckles / Cestus 3 3 3
Whips 2 4 3
Tasers / Shock Sticks * 4 4 1
Daggers 1 5 3
Rods 1 3 5
Books 3 2 4


Long-range Weapons


  Strength Speed Magic
Energy Rifles * 4 2 1
Launchers * 5 1 1
Custom Guns *
(Think Lucca from CT ^_~)
3 3 1
Bows 2 2 3
Boomerangs 3 2 2
Boomerang special rule:
A boomerang gets no multiple hits, but allows the user to attack all enemies in a group.






A note about technological weapons:

The only requirement for any weapon you use in Star Ocean (besides a believable explanation) is that the user have a consistent means of replenishing any ammo it needs.  For instance, Opera didn't need to reload her gun because it was powered by her own mental power.  That meant it used up MP too, of course.  Solutions like this are left up to your imagination and logic.

This means that stuff like shotguns and rocket launchers that use aren't feasible, because it's not exactly easy to make new shells on the side of the road when you run out.  Such a weapon would quickly become impractical, and your character would be unwise not to trade it in for something more reliable...like a handy Taser or a metal-spiked Cestus.  ^_~  So choose technological weapons wisely, or you may end up ditching it for something more readily available!