Absurdia is an absurdist modern fantasy roleplaying game about the inane hilarity and understated horror of everyday life. Inspired by works of absurd humor, surreal horror, and literary nonsense like Welcome to Night Vale, Alice in Wonderland, Gravity Falls, and the Twilight Zone, Absurdia is an opportunity to indulge in the surreal and outlandish while subverting the absurdity of modern society.
When you play this game, you’ll play people trapped in a suburban town unmoored from space and time, wracked by the surreal entropy of chaos. You’ll contend with arcane bureaucracy, sentient machines, maniacal PTAs, malevolent garden flora, and the occasional cosmic horror as you attempt to survive, overcome, and perhaps even escape the darkly idyllic community. Absurdia's game mechanics are Powered by the Apocalypse.
We’re located in the small town of Supine, somewhere in Delaware. No one can leave, but people certainly can enter. Home to a sentient school, abandoned Mega Mall, and an aspiring American Ninja Warrior team.
Refresh: tap into a new source of entropic power. Mark Vestige to push yourself or help out on a basic move (roll 3d6 and discard the lowest die), to avoid all harm from a single attack, or when a playbook move tells you to. When you mark the last box on your track, you drop out of the scene and return later with a Fracture.
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When you mark your last harm box, you are dead unless someone can act immediately to save you.
Mark experience when you fulfill one of your agendas, or when a playbook move tells you to.
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-3 | -2 | -1 | 0 | +1 | +2 | +3 | |
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bureaucracy | ✅ | ||||||
community | ✅ | ||||||
entropy | ✅ | ||||||
underbelly | ✅ |
3 max | ||
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wits | assess reality, save skin | -1 |
cheek | hoodwink, sway | +O |
pluck | face fear, fight for your life | +1 |
chaos | embrace chaos | +2 |