← Back to the rack The Armory
Drop your discipline. Pick up a god.
One weapon, one trade. Equip Toy-Room Plastic Saber and it tears out your fighting style AND your finisher and bolts its own combat identity in their place. Glorious. Irreversible mid-fight. Worth it? Only the highlight reel decides.
Weapon class Toy sword
Pay with Fame
Overrides Style + Finisher
Street Toy sword
Toy-Room Plastic Saber
Toy-like glowing plastic sword scaled into heroic combat for balanced cinematic combat.
The bargain Pick this up and you drop your fighting style AND your finisher — the weapon
takes the wheel and runs the whole show. Trade your entire identity for one glorious gimmick.
A weapon's edge is real power — its own battle edge and finisher edge get added to your
dice and help decide who wins. You can't buy that with cash; you earn the weapon by
fighting. The dice still bite, so no win is handed to you — but steel like this tilts it hard.
Short on Fame? Win battles or crack Chests in the Vault.
What it bolts on
The combat identity you're buying
This is the fighter the weapon turns you into — motion for motion, the second you equip it.
Override sheet
Toy-Room Plastic Saber
- Combat identity
- small-hero agility
- Attack motion
- plastic saber taps, jump strikes, shelf-leap kicks
- Defense motion
- toy shield blocks and tiny spins
- Finisher signature
- A giant toy-box spring launches opponent into pillows
- Chest drop chance
- 2740.0%
Your dealer in steel
The Quartermaster cut you a deal
The Armory
Quartermaster Krund
Vendor
Pick up a weapon, you drop your discipline. Best trade in the coliseum — if your nerve holds.
“Pick up this weapon, you drop your discipline AND your finisher. Worth it? Only the highlight reel decides.”
Where this goes next
Talk less. Equip the god. Render more.