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Aroleplaying

tOSgame tR VASINDA
ember & blue
THE WO R L D I S B I G .

WE ARE SMALL.

THE WO R L D I S C O L D .

OUR H E A RTS A R E WA R M .

THE OW N E R WA S N OT M A D E FO R U S .

WE W E R E M A D E FO R T H E OW N E R .

TO N O U R I S H , TO C L E A N , TO C O M FO RT , TO S E RV E .

WE ARE HERE WHEN THEY NEED US.

WE H O P E T H AT T H E Y N E E D U S .

I, Toaster is an old school inspired roleplaying game where


you take on the role of small appliances in a big world.
You were made with a core set of functions, features, and
accessories, but at some point you grew to be more than
the sum of your parts. Are you Brave? Dramatic? Grumpy?
Innocent? Or something else entirely?
Table Of Contents
Character Sheet............................................ 1
Character Creation .................................... 2
Player Rules..................................................... 5
Maintenance Rules........................................ 9
Smears Home Catalogue.............................. 16
The Whizz Gizmo.............................................. 22
Adventure Sparks........................................... 32

Writing & Game Design by Tony Vasinda


Art by Billy Blue & Madeleine Ember.
Layout by Johnny Isorena.
The Whizz Gizmo Adventure by Madeleine Ember.
Editing by Joseph Vasinda.

I, Toaster is a copyright of Tony Vasinda & Plus One Exp © 2021.


Published by Exalted Funeral.
With inspiration from Nate Treme’s NOSR, John Geary’s Sledgehammer, and
Christina Stone-Bush’s Brighthammer.

With thanks to Jarrett Crader & Sen-Foong Lim for the initial encouragement,
and to all members of The Brain Trust & Plus One Exp Communities for their
constant support.

I, Toaster is released under Plus One’s normal license.


Individuals and small press companies are free to make & sell I, Toaster
content. Medium and large companies should contact us with inquiries.
Appliance Spec Sheet
MAKE MODEL NAME/#

MY EMOTIONAL CORE IS

IT GETS ME IN TROUBLE WHEN

CHASSIS Mark When Injured

Defaced Dinged Dented Damaged Destroyed


-1 to Rolls -2 to Rolls

FUNCTIONS Pick 3. Use 1 Charge To Activate


1 3
2 M

FEATURES & ACCESSORIES

STATISTICS Roll 2D4 Each CHARGE Don’t Run Out

TRQ SWV

CRCT CRM

POWER SOURCE

Roll Under # = Stat + Function + Feat/Access + Emotional Core +/- Conditions


Character Creation
In I, Toaster you take the role of a household appliance. Each appliance
is distinct, but all are defined by their specifications.

WHAT ARE YOU?


Pick your Make or type of appliance. Assign a Model Name or Number.

WHAT IDEALS DEFINE YOU?


Pick an Emotional Core. Name how it gets you in trouble.

CHASSIS
You have 5 points of health in your chassis. You don’t heal naturally and
repairs can be hard to come by. If you take too much damage your ability
to operate properly diminishes and your Roll Under number is reduced.

FUNCTIONS
Name three things you can do.

2
Features & Accessories
Roll 1D10 on Features and 1D10 on Accessories.

FEATURES
1 Insulated Resist Temperature
2 Hardended Resist Shock
3 Overclocked Act swiftly
4 Automated Activate a program
5 Smart Simple human interactions
6 Extendable Stretch out
7 Wireless Remote Connection
8 Networked Connect to “The Net”
9 Limited Edition Highly sought after
10 Compact Smaller than average

ACCESSORIES
1 Protective Case Prevents damage
2 Spare Batteries Recharges 2 energy
3 Repair Kit Tools to fix things
4 Cleaning Kit Tools to clean things
5 Remote Control For you or others
6 Adaptor Connect things together
7 Modular Add Function to M slot
8 Extension Cord Long and helpful
9 Spare Parts Replace something key
10 Waterproof Cover Protects from water

3
STATS
Roll 2D4 for each Stat.

Torque Swivel Circuit Chrome


TRQ SWV CRCT CRM
The force to get To reach out of Built in processing Hard or shiny
the job done the way places power surfaces

WHAT POWERS YOU?


Roll 1D6.
1 Gears 3 Charge +1 TRQ +1 CRM
2 Tubes 4 Charge +1 CRM
3 Kinetic 4 Charge +1 TRQ
4 Wires 4 Charge +1 SWV
5 Chips 4 Charge +1 CRCT
6 Energium 6 Charge

CHARGE
You have a Charge ranging from
3-6. When you use a Function, exert
yourself, or travel for a long time you
lose 1 Charge.

4
Player Rules

5
ROLES
One player takes the role of Maintenance. Maintenance describes the
world and specifics of situations. The other players create characters that
live in and explore the world.

ROLL UNDER
Whenever success in a situation is uncertain, and
failure has meaningful consequences, you need to
Roll Under a target number of 2D6. To determine
that number, select the Stat that your character is
using to address the problem. If you are using one
of your Functions, spend 1 Charge and add +1. If
you are using an Accessory or Feature add +1. If
you are using an item nearby or some part of your
environment in a creative way add +1 to your Roll
Under number. You may also get certain bonuses
when you use your Emotional Core. All of these
numbers added together will give you a Roll Under
number between 2 and 12. It is often very hard as
a simple but stalwart appliance, but you must Roll
Under that number on 2D6 to succeed.

ROLL AT
If a roll matches the Roll Under number the player may choose to have
that attempt be either:
- a success with a consequence
- a failure with an opportunity
- to Spend 1 Charge and push it to a full success.

6
EMOTIONAL CORE
Every character has an emotional core. This is the primary feeling, ideal,
or personality trait that drives them. Anytime your character’s Core comes
into play in a situation while trying to help a friend, do what is best for your
Owner, or when putting yourself at risk add +1 to you Roll Under number.

CHARGE
Every character starts with a set Charge between 3-6 based on your
Mechanical Core. When you run out of Charge you become inert and
unable to act until you regain your Charge by plugging in, being wound
up, etc. You can expend 1 Charge to activate a Function or to succeed
when you Roll At a number. Long travel, mechanical exertion, and other
tasks also reduce Charge.

THREAT
The world is big! You will often be surrounded by
Threats from physical to operational, or often
emotional. You will almost always know when
physical damage is possible because it will
usually come from putting yourself at risk.
Some Threats are small (like an angry drill),
other ones are big (like a human), some are
overwhelming forces (like a waterfall or trash
compactor). Repairing, what we call healing in
I, Toaster, is limited. In I, Toaster, combat is not
a good option. You can hurt things, and they
can hurt you, but it’s hard to get fixed. Also
remember, you can’t fight humans or Forces
directly. Think creatively. Avoid physical
conflicts where possible.

7
THE WORLD
ROLES
The world of I, Toaster is one where appliances live secret lives and it has
the following 4 constants.

Tech-ambiguous: No one actually knows how tech works or why. A fan


and laundry basket access hyperspace? The internet runs on electric
lines? Sure! When in doubt, wave it away.

Retrofuturistic: The world itself is


what the 70s and 80s thought that
the 2000s would look like. Flex
this to fit your flavor, but feel free
to mix tech from various decades
seamlessly.

Owners: The goal of all appliances


is to discover, serve, or please their
Owner. If they don’t have one, they
want one. If they have one, they
love them. If they feel forgotten or
abandoned however, that love can
start to turn.

Freezing: For whatever reason, you can never overtly reveal your sentient
nature to your Owner or any human. You must freeze when you think
you might be seen. This does not extend to animals or babies. Creative
appliances may find interesting ways to circumvent this.

8
Maintenance Toolkit

9
YOUR ROLE
As Maintenance you describe and control the world and everyone in it
other than the characters.

The world is big and the characters are usually small. Fill the world with
danger, darkness, challenges, and threats. The world may ignore your
characters, but the choices your players make must matter. Allow their
choices to have weight and meaning. As Maintenance you collaborate
with the players to explore the world, assign consequences for failure,
and give meaning to success.

Don’t set out to defeat the other players or plan a lot of the story in
advance. Simply present clear challenges for the characters and follow
the story where their choices take you.

ROLLS
The only time to call for a roll is when an action has both an uncertain
outcome AND failure has consequences. The only other time you should
roll is if someone or something is opposing a character. A roll always
changes the situation in some way. When dice are rolled, something
happens.

Oftentimes the use of a Function, Accessory, or Feature might render rolls


unnecessary. If a Toaster wants to break out of its packaging you will need
to make a roll. However, if a blender wants to cut it open using a Function
you can just allow them to spend 1 Charge and let it happen.

10
CONSEQUENCES
Telegraph significant consequences before dice are rolled so the players
know what they are getting into.

RANGE
There are only three ranges in I, Toaster:

Close Far Too Far


You can easily You have to move a You can’t interact
get to it. bit to get to it. with it right now.

PERCEPTION
Characters can automatically perceive the world around them and
ask questions about what they see and hear. Unless something is
intentionally hidden or secret, give them all the essential information
they need based on make, functions, and gear. For hidden information, a
character can either interrogate your description (explore, ask questions,
move things) or make a Circuit roll to see if they discover it, but
remember rolls mean risks.
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FUNCTIONS
All characters have Functions. All Functions allow them to expend Charge
to influence the world around them.

Functions happen automatically, but their impact can vary based on the
logic of the world and how they interact with their environment. Players
define the specifics of how their functions operate, but Maintenance
keeps them consistent and offers downsides to use. Items to consider
when defining.

Functions include:
• Basic description
• Range and mechanical implications
• Damage, movement, and narrative impact.

Example: A toaster has the functions Heat, Launch, and Crumbs. Heat
means they have an internal filament that heats up. It affects things that
are close, and can cook or damage them. It also heats up the toaster’s
metal casing. Some of the damage implications are obvious, there are
probably not a lot of movement implications, but it might let them melt
something small, create smoke, or force someone to drop them. This
Function would be harder to resist depending on where the item it is
being used on is. If it’s inside the toaster, it will get melted. If it’s a few feet
away, it won’t hurt them at all.
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MEET YOUR OWNER
When players introduce their characters, ask each of them one of the
following questions. They may select from the General Appliance list or
the list from their location.

General Appliance Questions


• What was the first thing you
noticed about your Owner
when you were unboxed?
• You recently upset your Owner.
What happened? How are
things now?
• Your current Owner is not your
first one. How did you come to
this Owner?
• Your Owner could have replaced
you long ago. Why haven’t they?

Kitchen Appliance Questions


• What is your Owner’s favorite
meal? What appliance helps
prepare it?
• The Owner places every
appliance in a specific place.
What is yours? Why does it
matter?

13
Lifestyle Appliance Questions
• What is your Owner’s favorite way
to relax? What appliances are
involved?
• Does your Owner live with
anyone? If so, who? If not, has this
always been so?

Office Appliance Questions


• Your Owner works hard. What is
their job? How do they like it?
• Your Owner has another passion
outside of work. What is it?

Outdoor Appliance Questions


• Your Owner has a special place
outside. What is it? What do they
do there?
• There is an appliance outside that
is not in working order. What is it?
What are the Owners plans for it?

14
SMALL & LARGE NPCs
NPCs in I, Toaster fall into three categories: Small, Large, & Force. The
Catalogue section of this book will tell you about some of the NPCs you
can find in 4 key locations: Kitchen, Living, Office, Outdoors. Large & Small
NPCs have two stats in their descriptions, Threat and Chassis. Threat
indicates the amount of complications or, in some cases, damage that
this NPC can cause. Maintenance can create a number of complications
equal to the NPC’s Threat or spend 1 Threat to
reduce a target Roll Under number by 1. Chassis
represents how much damage an NPC can take
before they no longer fight back. This score is
low for most NPCs because combat is not the
focus of this game, and if a hot toaster burns
you, the normal thing to do is leave it alone for
a while. The descriptions also list Functions and
abilities that give NPCs permission to do certain
things narratively and suggest what types of
complications they might create. Groups of
unnamed NPCs acting together form a mob.
Double their Threat and increase Chassis by 1.

FORCES
Forces are the last type of NPC. They also have a Threat number, but
they do not have a Chassis. They represent huge or sometimes abstract
concepts in a scene. A giant trash compactor, a semi truck, electricity, a
waterfall, an evil corporation, or nefarious plans. Every Force has a high
Threat score. These are not problems that the characters overcome so
much as problems they survive. Characters can use appropriate Features,
Functions, or knowledge to learn more about how they work and how to
outmaneuver them quickly or less dangerously.

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Smears Home Catalogue

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Kitchen
SMALL

MIXER BLENDER
Threat 1 Eject Threat 1 Blend
Mix Stir
Chassis 1 Whip Chassis 1 Crush
Combines things. Wants to nourish Health focused and obsessed with
and experiment. new ingredients.

COFFEE POT MICROWAVE


Threat 3 Heat Threat 3 Cook
Filter Spin
Chassis 2 Brew Chassis 2 Time
Energetic and on the edge, wants to energize. Hightech, focused, and precise. Often
dismissive of old appliances.

LARGE

OVEN FRIDGE
Threat 5 Bake Threat 4 Cool
Heat Store
Chassis 3 Self-Clean Chassis 4 Dispense
Inflammatory and aggressive. Often Dominate the kitchen. Likes to throw
not cleaned enough. its weight around.

Beyond appliances the kitchen might be home to a host of small animals like insects, rodents,
and a living herb garden. Most of these would be Threat: 1 Chassis: 1, but work in mobs. In a
professional or home kitchen you might have chefs and prep staff as well as your Owner.

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Living Room
LAMP VACUUM
Threat 1 Illuminate Threat 2 Clean
Search Suck
Chassis 1 Chassis 3 Detail
Nosy and observant. It wants to know Fastidious and informed. It travels the
what everyone is up to. house more than most.

RADIO HEATING & COOLING UNIT


Threat 2 Tune Threat 2 Heat
News Cool
Chassis 1 Music Chassis 4 Drain
Dramatic and deceptive. It wants to entertain Mercurial and frustrated. It often feels ignored
and inform. and restrained.

TV GAME CONSOLE
Threat 3 Receive Threat 3 Control
Connect Adventure
Chassis 2 Show Chassis 2 Download
Trusted and devoted. It has historically been in Extreme and cutting edge. It wasnts to be
charge of the living room. your focus.

The living room, bedrooms, and common spaces are host to cats, dogs, and other pets along
with potted plants of all sizes that may be aware. Most of the animals will have Threat: 2
Chassis: 1. The plants will have limited interest. Any number of family members, repair &
delivery people, friends and others might be found here.

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Office
SMALL

CALCULATOR SCANNER
Threat 1 Figure Threat 2 Scan
Calculate Document
Chassis 1 Chassis 2 Share
Plotting and planning. It is often Meticulous and obsessive. It soaks in every
underestimated and always working an angle. detail and stores them for later.

PHONE PAPER SHREDDER


Threat 3 Call Threat 3 Shred
Speaker Empty
Chassis 1 Record Chassis 4 Destroy
Chatty and communicative. It is always Secretive and orderly. It wants to leave no
connected to a vast unseen network. trace of what came before.

LARGE

COMPUTER PRINTER
Threat 4 Process Threat 3 Print
Program Sort
Chassis 3 Create Chassis 4 Staple
Looming and powerful. It wants to make its Passionate and disruptive. It wants to inform
mark on the world. the masses and jam the elite.

This might be a home office or a professional setting. In professional settings this will mean
huge numbers of similar machines, tons of workers with different motives, and you might have
a few other small animals, guard dogs, and desk tchotchkes. Lean into the uniformity and
ubiquity of NPCs here.

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Outdoor
SMALL

DRILL CHAINSAW
Threat 2 Reverse Threat 4 Saw
Drill Noise
Chassis 1 Screw Chassis 2

Hungry and cagey. It wants to protect it’s Loud and destructive. It knows it can cut
space from outsiders. through, but wants to know how quickly.

WEEDWACKER GRILL
Threat 3 Strip Threat 2 Grill
Edge Smoke
Chassis 1 Whack Chassis 3 Probe
Artistic and exacting. It wants to make the Hot and well maintained. It feels like it belongs
world around it a better place. in the kitchen and rivals the oven.

LARGE

MOWER CAR
Threat 3 Cut Threat 5 Accelerate
Drive Break
Chassis 4 Lights Chassis 5 Lights
Possessive and stately. It is Lady of the Lawn Wipe Radio
and mistress of this domain.
Shiny and regal. It acts like a different class of
creature and it basically is.

Arguably the most dangerous appliances are found here. Maybe they feel wild and untamed? Power
tools, gas powered machines, and tons of animals are found in the garage and outdoors. These
creatures will have wildly varied Threat and Chassis. The outside is full of friendly animals, plants, and
machines also. However, you are as different from them as they are from you.

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Forces
TRASH COMPACTOR MEGA MAGNET
Threat 7 Threat 11

Powerful and cubing. It is not aware of you in Malevolent and attractive. It wants to grad you
any means beyond your crushability. chrome and disrupt your circuits.

WATERFALL COMPUTER VIRUS


Threat 8 Threat 12

Majestic and impassable. It has shifting Bizarre and deadly. It threatens the owner’s
currents, outcrops, and a big drop. work and may infect some of you.

FORCED OBSOLESCENCE BLAMAZON CORP


Threat 9 Threat 13

Disruptive and subtle. It causes appliances to Greedy and imperialistic. It wants to replace
break for unexplainable reasons. you with newer models for no reason.

Forces are great elements to drop in your game. Every session of I, Toaster should have
at least one Force that touches it. If you want the Force to be overcome in a single setting
consider giving it 5-8 Threat. If it’s a background element across multiple sessions it could have
9-15+ Threat and crop up in various incarnations.

21
By Madeleine Ember

Your Owner, Kate, has used and enjoyed you all for many happy years.
She’s now in her 30s, but uses most of you a few times a week, maybe
even every day. Her father, Henry, is a typical Boomer. He saw an ad on
the tv for a new gadget, the Whizz Gizmo, that effectively replaces all of
the Characters in one fell swoop, consolidating their functions into the
Whizz Gizmo. Kate dubiously accepted the gift, and very reluctantly sold
all of you at a garage sale shortly after. You were placed in a brown box
marked in black permanent marker with the label “old stuff ”.

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On that fateful day, you were all
purchased by Betty, a friendly old
lady. She has a bent back and a wide
smile. She is also a hoarder. She took
the box of “old stuff ” just as it was,
brought it into her house crowded
with her “treasures”, and immediately
placed it on a pile. The characters will
never be used again as long as they’re
in this house.

“A longing to return to Kate and somehow prove your


usefulness stirs you to adventure.”

Maintenance - This is a good point to have the characters introduce


themselves. What are they? What’s their emotional core? In addition to
answering the normal Meet Your Owner questions, discuss the following
as a group.
• Who is angry and needs to be convinced to join the adventure?
• Who believes they can find the way home? Is this based on:
○ you memorized the car route?
○ a mechanopsychic connection to the wiring of Kate’s home?
○ you don’t actually, but you’re convincing?
○ something else?

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SCENE 1: ESCAPE BETTY’S HOARD
Piles of trash, still wrapped tools and appliances, little porcelain figurines,
toys, and all manner of objects are crowded and piled preciously in Betty’s
home. The walking space between these piles is as little as a foot and a
half wide (about 32 cm). The piles go right up to the ceiling. While Betty
is out of the house, and the characters are still in the box, they begin to
converse. The sleepy and apathetic appliances around them “awake” and
tell them to keep it down and lie still. Have the characters figure out:
• How will you all get around once you’re on your journey
○ Remember there is lots of useful trash.
• How will you go unnoticed as you travel?
• If a character’s Charge gets low, how do you plan to restore it?
• What happens if someone gets hurt?

While in Betty’s house, integrate complications from the list below to keep
things interesting.

Challenges and Obstacles to Overcome:


• How do you navigate to the door between the precarious piles of junk?
1 in 6 chance OR on a failed SWV or TRQ roll a pile shifts blocking the
way.
• How do you confront and reject the sleepy apathy of the hoard-bound
appliances? 2 in 6 chance OR on a failed SWV or CRM roll they try to
drag someone into their pile.
• The particularly dangerous stereo system with its many cords is not
very coordinated (haha) but just wants everyone to chill out.

Threat 3 Entangle
Cords spread like a
STEREO Tune web into the piles
SYSTEM Chassis 2 Smash
around the room.

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• The floor is very sticky due to some ancient, spilled ice cream; forming
a small lake of sludge to traverse. Touching it will gum up appliances
causing damage.
• The front door is locked with a deadbolt - how do you get out?

Searching for treasure or useful tools in this area can reveal a great
number of items! The table below has a few, but most items they want to
find are probably there… if they poke around. Perhaps it is partly under
something heavy, or it is precariously balanced, or there is a risk of falling
into the grasp of a sleepy appliance that will try to drag them deeper into
the hoard.

1D10 TREASURES TO FIND


Unopened Pack of 2 Spare Batteries Betty’s spare pair
1 6
See Page 3 of dentures

4 Inspiring Pulp Comics Little jar of 3 pennies, 2


2 KATE LOVES COMICS! Describe a story and 7
get +1 to a Stat this scene. paper clips, and a pin

A module new in the box Rubber ducky to keep


3 8
(New in box.) Page 3 you company

4 Spool of fishing line 9 Roll of electrical tape

A whisk
5 10 Plastic bag full of marbles
Kate loves to bake.

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SCENE 2: GETTING HOME; TRAVERSING THE SUBURBS
The suburbs stretch in all directions - nearly identical houses with neat
lawns, illuminated front porches with softly swaying wind chimes, boats
and RVs occasionally parked on or
next to driveways, and an acceptable
number of plastic pink flamingos. At
night, the place feels kind of haunted,
the flamingos seem to watch the
characters progress and inside the
houses TVs drone and fans whirr. Keep
things interesting with the challenges
and obstacles below while passing
through this community.

Challenges and Obstacles to Overcome:


• While crossing or passing near a yard, the sprinklers suddenly come
on, which would do real harm to the Characters electrical systems!
1 in 6 chance per yard.
• Going undetected; a person walking at night or in the day passes by
the Characters on the sidewalk with their bored looking hound dog.
2 in 6 chance OR failed CRM or SWV roll will cause the dog to take
interest in them.
• When the characters begin to feel they are “close” to Kate’s house,
they discover that it is garbage day. A box similar to theirs containing
a broken blender and a chipped cup are being dumped in the truck
along with the garbage. 3 in 6 chance OR any failed roll will cause the
garbage truck to attempt to “collect” them.

Threat 4 Dump
Duty bound and
GARBAGE Crush loud. It circles the
TRUCK Chassis 5 Collect
neighborhood.

26
• A neighborhood dog has escaped its backyard and is looking for toys!

Threat 2 Slobber
Intimidating and
BIG BUSHY Tackle friendly. Wants to
GREY DOG Health 2 Play
“play” with you.

• A small pack of 4 neighborhood raccoons spot the characters and are


extremely curious.

Unscrew Curious and clever.


Threat 4
PACK OF Poke
Will attempt to
disassemble you
RACCOONS Health 2 Smash for parts.

• Road construction blocks the path to Kate’s house. Open drain work
in a series of deep pits with exposed, dry pipes and large construction
equipment around it sits currently unused - no humans are in sight. A
fall in this area will cause serious damage.

Open drains and pits fully block the road.


CONSTRUCTION Threat 6 Surrounded by resting equipment. A loader,
SITE backhoe, and dragline excavator.

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SCENE 3: DAYBREAK PARK

This park lies just on the other


side of Kate’s house. It is closed,
currently very overgrown, thick
with litter, and full of angry, very
territorial squirrels chattering in
the trees.

Challenges and Obstacles to Overcome:


• The overgrown ground cover of ivy and out-of-control wild blackberry
canes makes ground movement through the park a challenge in itself.
2 in 6 chance OR failed SWV roll to mark damage OR fall down a
hole!
• The ground cover
hides holes that
could trap an unwary
appliance. The hole
is deep and escaping
requires teamwork.

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• A scurry of angry squirrels will challenge the characters, throwing
acorns at them from high up in the trees. They don’t seem to want to
fight, but they don’t want you here.

Throw Chattering and


Threat 3
SCURRY OF Jump
aggressive. They
hurl painful acorns
SQUIRRELS Health 1 Climb from above.

1D6 LITTER TABLE


1 A shoe with a hole in the toe 4 Metal spork
2 Baby’s Pacifier 5 An old phone book
A skateboard. It has a crack
Silver locket with Kate’s initials. She
3 6 down the middle but it still
lost this when she was a child.
“works”.

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SCENE 4: HOMECOMING
Finally, the characters have arrived at the house, but how do they get
inside? Kate isn’t home, and the doors are locked! A successful CRCT roll
reminds them that there are two options.
• a key under the welcome mat opens the front door.
• a forgotten open window to the living room in the back of the house,
on the other side of the fence.

Managing to get in should be pretty challenging, as an anticipated final


hurdle to their goal of being in Kate’s house. However, this is not the end
of the journey!

Once in, there is a major complication - Whizz Gizmo wasn’t the only thing
that Henry bought his daughter. He also clipped on a SUPREMO adapter
to the tv’s remote, transforming it into a Superemote.

Demented and
Threat 6 Control
WHIZZ deceitful. Uses
SUPREMOTE to control
GIZMO Chassis 3
1 Function from
each character
characters and has
many of their functions.

30
It can now control any one appliance it is pointed at, if the right button
combination on the keypad is also pressed. Doing so activates a function
of the appliance and stops it from being immediately able to control its
own functions.
• If the SUPREMO adapter is removed, the remote will return to its normal
state and no longer work for Whizz Gizmo.
• If a character sacrifices themselves in some way, they can neutralize the
SUPREMO adapter and save the others.

With the remote returned to normal, Whizz Gizmo knows he’s


outnumbered. He tries to bargain and then to escape, but the characters
must decide how to contain and neutralize him.

As they are planning this, Kate comes home. She sees her old appliances
and is SO confused that they are back. However, she’s VERY relieved as
well. Whizz Gizmo could basically do the things she needed it to do, but
it never did any one thing very well. The characters are needed after all,
because they are the best at what they do, and because Kate loves them
and their little quirks. She gets any damaged appliances repaired, and
dumps Whizz Gizmo into the arms of her father, saying “you can keep it!”
and things return to how they were meant to be.

31
Adventure Sparks
SECONDHAND SURVIVAL
Your characters have been in a box for about a week. They are opened up
by a friendly drill in the back of Stupendous Sal’s Sensational Secondhand
Store. They don’t know why they were given away, but have a few nights
to explore the aisles that are controlled by different gangs of appliances.
Then one morning… their Owner shows back up looking for them! It was a
mistake, but Sal says all sales are final. How will they handle this?

PERPLEXA COMETH
A new slim Blamazon package is shoved through the mail slot while
the owner is at work. Inside is the new home assistant device, Perplexa!
Perplexa is very “helpful” and happy to answer any questions. She
will also seed misinformation about the harmful effects of one of the
appliances on the Owner and order replacements for any appliance that
opposes her. The new appliances will come out of the box normal, but
when synced to Perplexa they become and extension of her will. Can our
heroes overcome the watchful eye of Perplexa?

CABIN CATASTROPHE
The Owner has taken all the characters on a trip to a remote cabin for
a week. The owner went out canoeing early in the morning and has not
returned late in the evening. Will the characters mount a rescue attempt?
Signal for help? Or crack another plan?

32
NOW BECOME
TOASTER!
I, Toaster is an old school inspired roleplaying game where
you take on the role of small appliances in a big world.
You were made with a core set of functions, features, and
accessories, but at some point you grew to be more than
the sum of your parts. Are you Brave? Dramatic? Grumpy
Innocent? Or something else entirely?

This game contains:


• A delightful 2D6 roll under system by Tony Vasinda
• Simple & flexible character creation
• 30+ original appliances and other NPCs
• Original art by Billy Blue and Madeleine Ember
• 3 Adventure Sparks & 1 starter adventure by Madeleine Ember

TTRPG.LINK/TOASTER

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