Expertise Engine
by QuestWorks
A professional development-themed tabletop RPG where your expertise shapes every action. Each character has a HeroType with three unique Areas of Expertise that define how they solve problems.
Just like in the real world, success in Expertise Engine comes from knowing how to apply your expertise and work with others. It's about:
- Learning when and how to use your professional skills
- Figuring out when to lead and when to support
- Growing beyond your comfort zone
- Building trust and taking smart risks together
- Finding creative ways to solve problems
How to Play
You can do anything that suits your character and comes to mind—fight, persuade, avoid danger, share your expertise, search for clues, etc. But you'll probably have to roll the dice!
Rolling Dice
Step 1: Declare your action
Think about what your character is good at, and what they would do in this situation. Then ask, how big of a risk do I want to take? The more risky or challenging the task, the more dice you'll be required to roll. You can act alone or strategize as a team.
Step 2: Quest Guide sets the difficulty
The Quest Guide sets a difficulty level between 1–9+ dice: 1 being trivial, and 9+ being near impossible. This number represents how much luck it'll take to succeed.
GM Tip: Narrate your difficulty decisions aloud by stacking context clues. This helps players follow your logic and get better at estimating risk.
Example:
"You're trying to cross a frozen bridge under fire? The wind is brutal, the bridge is unstable, and there's an archer firing at you from the cliffs. Sounds like 4 dice."
Step 3: Ready your roll
You must roll enough dice to match or exceed the difficulty. You cannot roll if you don't. You can do this by:
- Applying expertise—each expertise used adds 1 die, as long as it clearly applies. Each expertise can be used once per action. Get creative!
- Triggering special moves—each one reduces the difficulty by 1—but you must leave at least 1 die to roll.
Step 3.5: Get help or scale back
- The team can add more expertise dice, or reduce difficulty by applying special moves
- Adjust the goal to lessen the risk and lower the difficulty.
- Create better conditions first—set a trap, make a distraction, scout ahead. Then come back and crush it.
Can't meet the difficulty?
Step 4: Roll the dice and resolve
Once you decide to roll, the pool is locked, and all dice must be rolled sequentially in the order they were committed. Stop rolling right away when a 6 or a 1 is rolled.
- 6: Success—the goal is achieved, cleanly
- 1: Failure—face consequences, loss, or harm
- 2–5s only: Look to the highest result
- 2–3: Failure with a silver lining
- 4–5: Success with a complication
XP: Each player gains 10 XP for each die they personally rolled. Dice that aren't rolled due to a 6 or 1 don't grant XP.
All helpers share in both the outcome and the risk, even if they only contributed special moves.
Pacing
To keep things tense, the Quest Guide may set a Countdown Clock—a limit on how many actions the party can take before something big happens. This helps incentivize players to take higher-risk actions.
Example: You have 6 rolls before the cult finishes their ritual. Rolling a lucky 6 could extend the clock, while a 1 could speed it up.
In addition, every roll is governed by a Tension Timer—a tool for managing pacing and introducing time-based challenges. The timer adds urgency and pressure to player decisions by providing a limited window to:
- React to a situation (30 seconds - shortest duration)
- Sync efforts or make a quick collective decision (60 seconds - medium duration)
- Plan next moves more thoroughly (90 seconds - longest duration)
The Quest Guide sets the timer as soon as the situation is described. Within the allotted time, players must declare their intent, learn the difficulty, AND build their dice pool. If they fail to complete all steps before time runs out, the action fails automatically.
Beyond Failure & Success
Once per session, you may do the following:
Push Your Luck: After rolling a 6, you can roll another die to press your advantage—but risk undoing your success if you fail.
Pay a Price: If a 1 is rolled, you can pay a price to avoid the instant failure and continue rolling. Pay a price by sacrificing something important to you that fits the context—like your supplies, your reputation, or extra health.
Combat & Health
Combat is simple and high-stakes. Describe what you're trying to do (gain a tactical advantage, disarm, wound, decapitate, etc.) and the Quest Guide will set the difficulty—just like any other action.
Enemies are defeated when it makes sense to the Quest Guide that they would be, and they deal as much damage to players as makes sense to the Quest Guide considering the context, their might, and the player's roll results. 1 damage for glancing blows, up to 6 damage for beyond-lethal ones.
Armor
Armor can absorb damage, point for point. When it runs out, your health is at risk. Damaged armor is useless until it is repaired.
Defeat
At 0 HP, you're temporarily out of action—with lasting consequences to your wellbeing. Recovery requires proper rest or healing.
You have two options instead of simply being knocked out:
Last Stand: When you hit 0 HP, you may immediately succeed at a final heroic action of medium difficulty before you're knocked out. Choose one of your expertise to fuel the move—it becomes completely unavailable until you complete a quest to restore it. No roll required.
A Hero's Death (Level 7+): If your character is level 7 or higher, you may choose death. In exchange for the ultimate sacrifice, you succeed at an impossible task—something no combination of rolls, moves, or strategy could have accomplished. The cost: your character dies permanently, and you'll start over with a brand-new character at level 1.
Edge
Each character has one of these Edges, granting a once-per-session special move:
- Plotter: "I already planned for this."
- Crafter: "I can make a gadget for this…"
- Driver: "I beat them to it!"
- Spotter: "I know a better way…"
Character Sheets
The Rogue
Basic Information
- Name: Enter your info
- Level: 1
- Health: 3 points
Areas of Expertise
Sneaking, acrobatics, lockpicking, sleight of hand, precise strikes, careful words—when delicate touch beats brute force. You're agile and have killer reflexes.
Assessing situations, finding weak points, spotting traps, spying, identifying patterns—you see opportunities that others miss.
Street smarts. Blending in. Manipulating situations. Doing things that have never been done before.
Special Moves
-
Roguish Talent: Choose one talent (use this during play):
- Mastermind: When a teammate follows a plan you set up during a heist, infiltration, or sabotage.
- Backstab: When you attack from the shadows.
Gear
Equipment
- Coin: 10
- Leather Armor (1 armor points)
- Twin Daggers
- 3 Throwing Knives (Restock as needed)
- Adventure Gear: 5 uses (e.g., rope, tools, etc.)
Inventory
Journal
The Mystic
Basic Information
- Name: Enter your info
- Level: 1
- Health: 3 points
- Regeneration: In combat, you can use a turn to regenerate one health.
Areas of Expertise
You are inextricably linked to all of nature—flora, fauna, and fungi.
You understand how everything fits together—people, ideas, places, environments.
Change, energy, and transformation. You are one with it.
Special Moves
- Animal Whisperer: When you want to speak with an animal.
- Shape Shift: When you turn into a non-magical animal and act in a way that suits that form.
- Boon: When you alter the natural landscape around you to help your team reach a hard-to-access location.
Gear
Equipment
- Coin: 5
- Robes - No Armor Points
- Steel-Pointed Staff
- Herbs: 5 uses (heals 1 point of health per use)
Inventory
Journal
The Ranger
Basic Information
- Name: Enter your info
- Level: 1
- Health: 3 points
Animal Companion
Areas of Expertise
Your familiarity with the wilds—and the creatures that inhabit them—make you a skilled tracker, scout, hunter.
Your watchful eye, survivalist knowledge, and swift reflexes help you keep people alive in harsh conditions. Think archery, trap-setting, crafting, or standing guard.
Your instinct for navigation guides you through uncertain territory and sharpens your aim.
Special Moves
- Always Alert: When you enter combat and act before anyone else.
- Tools of the Trade: When you need to make a specific weapon, tool, or substance.
- Trusty Bow: When you shoot an arrow in a moment of crisis.
Gear
Equipment
- Coin: 5
- Leather Armor - 1 Armor Points
- Spear (throwable)
- Hunter's Bow with a bundle of 5 arrows (ammo = how many times you can miss)
- Adventure Gear: 5 uses
Inventory
Journal
The Maverick
Basic Information
- Name: Enter your info
- Level: 1
- Health: 3 points max
Areas of Expertise
Odds, chances, and big swings. Your second nature.
Disorder. Mayhem. Upheaval. Revolution. It's like your oxygen.
Who has it, who wants it, who's gonna get it next. And, if something takes brute force, you're the one for the job.
Special Moves
-
Vice: When you give into your vice.
Choose your vice: - Bold Gambit: When you act on an aggressive, unconventional plan with total confidence.
- Rage: When a teammate gets hurt and you strike back immediately.
Gear
Equipment
- Coin: 5
- Chainmail - 3 Armor Points
- Great Axe
- Adventure Gear: 5 uses
Inventory
Journal
The Vanguard
Basic Information
- Name: Enter your info
- Level: 1
- Health: 3 points
Areas of Expertise
Commanding attention, rallying allies, intimidating foes.
You know your way around conflict—and any weapon, tool, or technique involved.
You can read and predict the flow of conflict.
Special Moves
-
Signature Weapon: You carry a unique weapon. Using its special quality counts as a special move.
- Charge: When you see a chance to turn the tide of battle.
- Protector: When you stand in direct defense of a teammate.
Gear
Equipment
- Coin: 22
- Plate Armor – 2 Armor Points
- Shield
- Enter Signature Weapon name here
- Adventure Gear: 5 uses
Inventory
Journal
The Magister
Basic Information
- Name: Enter your info
- Level: 1
- Health: 3 points
- Arcane Shield: You have a magical shield that passively blocks 1 damage.
Areas of Expertise
Casting spells, understanding magical forces, and applying your academic or arcane knowledge.
Breaking puzzles, revealing illusions, solving riddles—when complex situations need solving.
You're a quick study and learned scholar. If it happened, might happen, or could happen, you've probably read about it.
Special Moves
-
Magic Specialty: Choose your specialty:
- Magic Bolt: When you shoot pure magic (ice, fire, psychic—you decide!) at a target.
- Wise Wizard: When a teammate asks for your help, your advice is always relevant.
Gear
Equipment
- Coin: 5
- Robes - No Armor Points
- Staff or Wand (Describe it!)
- Bag of Books: 5 uses (Add a die when you share your expertise)
Inventory
Journal
The Saint
Basic Information
- Name: Enter your info
- Level: 1
- Health: 3 points
Areas of Expertise
Support, belief, protection, and healing. Your connection to the divine.
Birth, death, the afterlife—you're deeply familiar with it all.
You are emotionally, mentally, and physically attuned—extraordinarily so.
Special Moves
-
BLESSED ONE: When you channel your god's power to make magic within their domain or pray for information.
- HOLY WARD: When you protect or heal someone—or something—using divine magic.
Gear
Equipment
- Coin: 5
- Robes (Describe them!) – No Armor Points
- Divine Staff (Describe it!)
- Poultices & Herbs: 2 uses (Heals 1 point of health per use)
Inventory
Journal
The Charmer
Basic Information
- Name: Enter your info
- Level: 1
- Health: 3 points
Areas of Expertise
You just… get people. You know what makes them tick.
The arts, the emotions, the performance—you've mastered them.
You can show up anywhere and fit right in. You've been there, you've done that—you've probably even heard songs about it.
Special Moves
-
Arcane Art: When you perform art to create a magical effect–influence, healing, empowerment, and more.
- Been There: When you reference a person, place, or trend to gain trust or open doors.
Gear
Equipment
- Coin: 5
- Leather Armor – 1 Armor Point
- Needlepoint Sword
- Pipeleaf: 5 uses (extra die to persuasion rolls when smoked with someone)
Inventory
Journal
The Warden
Basic Information
- Name: Enter your info
- Level: 1
- Health: 3 points
Areas of Expertise
You know every law and code—and when to break them for the greater good.
You can always tell what's… off.
You naturally command respect and inspire order. Your movements project focus and discipline in all things—from speech to steel.
Special Moves
-
Virtuous: When you act in a way that honors your vow:
- Places, Everyone: When a teammate follows your direction in combat.
Gear
Equipment
- Coin: 5
- Weapons & Armor:
- Scale Armor – 2 Armor Points
- Longsword
- Bandages: 5 uses (heals 1 point of health per use)
Inventory
Journal
See how your team works together.
One 25-minute quest gives your team a Team Intelligence™ Score estimate and 4 recommendations. Free, no card.
Get a free scoreStarting is free. No card. Invite a team lead
See a sample QuestDash