Impetus (1st Level)

Medium humanoid (supreme empowered) 1st level zoomer, lawful good

Armor Class 15
Hit Points 9 (1d8 + 1)
Speed 30 feet

10 (+1) 20 (+5) 12 (+1) 16 (+3) 16 (+3) 11 (+0)

Saving Throws Dex +7, Int +5
Skills Investigation +5, Sleight of Hand +7, Stealth +7, Survival +5
Tools Card Games +2, Thieves' Tools +2
Feats Armor Proficiencies (none), Weapon Proficiencies (simple weapons)
Weaknesses Clumsy Speedster
Senses passive Perception 13, passive Insight 13
Languages English, Yiddish
Allegiances Collect Trophies, Stop Crime

On the Trail. You know where to find information about fugitives and bounties. Because of your reputation, authorities may even come to you for help. You have a network of informants and know the kinds of places where you can get information about low-life criminals who are on the run. Your GM might rule that this information is unavailable.

Speedster (Thematic Powers). You have super-powers which grant you incredible speed. When using an attack power you can add either your power ability or your Strength or Dexterity to the attack roll.

Wisdom is your power ability (power save DC 13, +5 to hit with power attack). You regain all expended power slots when you complete a long or short rest.

Clumsy Speedster. When you use a power that increases your land speed, you suffer disadvantage on Dexterity checks and Dexterity saves.

Irresistible Power. Once per long rest, you can spend a Hero Points to double your proficiency bonus in regard to your power save or power check with a super-power.

Blood of the Ancients. When using powers, you often need to make power checks. You can reroll 1s on these power checks.

Speed Attack. You know how to strike with incredible speed with unarmed strikes and melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only weapons from the previous list and you aren't wearing armor or wielding a shield:

  • Your attack is treated as a finesse weapon allowing you to use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and specified weapons.
  • If you attack a target before it's taken a turn in combat, you have advantage on your first attack roll. If you hit, you deal an additional 1d4 damage. This die improves as you gain zoomer levels, as shown in the Speed Attack column of the Zoomer table.
  • When you use the Attack action with an unarmed strike or a specified weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a rapier, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn and you have an empty hand.

Unarmored Movement. Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Zoomer levels, as shown in the Zoomer table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.


Multiattack. When you use the Attack action with an unarmed strike or a specified weapon on your turn, you can make one unarmed strike as a bonus action.

Unarmed strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage.

Speed-Punch. Melee Power Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) fire damage. When you activate this power as a Bonus action, if you make an unarmed strike, that attack deals an extra 1d4 bludgeoning damage. You have advantage on the attack roll if you move at least 10 feet in the same round prior to the attack.


Lifestyle. Comfortable
Cash. $200
Gear. light mask, medium costume, thieves' tools, a smartphone, ear-clip

  • Utility belt: handcuffs x2, paracord (100 ft.), flare canister, penlight, glass cutter, zip-tie handcuffs x500, lock release gun, multipurpose tool, flare rod x5
  • Duffle bag: standard binoculars, charger, nylon rope (150 ft.), mini-grappling hook, walkie-talkie x2

Vehicles. Motorcycle
Home. Converted warehouse: A casual wardrobe (with a leather vest, jacket, or trenchcoat), laptop, card deck, footlocker, a newspaper clipping about a bounty you brought in, and a bounty hunting license.

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