Rusk the Breaker

Level 6 Orc Barbarian (Path of the Berserker) (Path of the Berserker)

Available with DM subscription
STR
19 (+4)
DEX
13 (+1)
CON
14 (+2)
INT
8 (-1)
WIS
12 (+1)
CHA
10

Defense

Armor Class 15 (Unarmored Defense (Barbarian): 10 + DEX (3) + CON (2))
Hit Points 59 (12 + 5Ă—(7+2) + 5Ă—2 (Toughness of the Breakers) = 59 +2)
Speed 40 ft.

Proficiencies & Skills

Saving Throws Strength, Constitution
Skills Survival +4, Athletics +7, Intimidation +3

Features

Rage

Barbarian Level 1
4 uses per Long Rest

As a Bonus Action, enter a rage for 10 minutes. Gain advantage on Strength checks and saving throws, +2 damage on Strength-based melee weapon attacks, and resistance to bludgeoning, piercing, and slashing damage. You cannot be frightened while raging, and raging ends early if you end your turn without attacking or taking damage since your last turn.

Brutal Strike

Barbarian Level 5
While raging, replaces Extra Attack on one attack

When you use Extra Attack and hit with your first attack, you can forgo the second attack to deal an extra 1d10 damage and apply one effect: Forceful Blow (push the target up to 15 feet away) or Topple (target makes a CON save, DC 14, or has disadvantage on its next attack and falls Prone if Large or smaller).

Frenzy (Path of the Berserker)

Barbarian Subclass Level 3
While raging

While raging, you can make an additional attack with a weapon as a Bonus Action on each of your turns. Doing so deals 1d12 damage to you unless you are a level 12+ berserker.

Primal Knowledge

Barbarian Level 3

You gained proficiency in Survival. Additionally, as a Bonus Action while raging, you can make a Wisdom (Survival) check to track or notice the movement of nearby creatures.

Weapon Mastery

Barbarian Level 1

Greataxe (Cleave): on a hit, deal extra damage to a second creature within 5 feet. Handaxe (Nick): make an extra handaxe attack as part of the Attack action.

Criminal Background

Background

Rusk was a smuggler and pit fighter before his imprisonment. He has contacts among the criminal elements of any prison and knows how to move contraband.

Alert

Criminal Background Feat

Add your Proficiency Bonus to Initiative rolls (total +6). You can swap Initiative with a willing ally after rolling.

Adrenaline Rush

Orc Species
3 uses per Short or Long Rest

You can take the Dash action as a Bonus Action and gain Temporary Hit Points equal to your Proficiency Bonus (3).

Fast Movement

Barbarian Level 5

Your speed increases by 10 feet while not wearing heavy armor (40 ft. base, already included).

Instinctive Pounce

Barbarian Level 6
While raging

As part of the Bonus Action you take to enter a rage, you can move up to half your speed.

Unarmored Defense

Barbarian Level 1

While not wearing armor, your AC equals 10 + DEX modifier + CON modifier.

Relentless Endurance

Orc Species
1 per Long Rest

When reduced to 0 HP but not killed outright, you drop to 1 HP instead.

Darkvision

Orc Species

You can see in dim light within 60 feet as if it were bright light.

Extra Attack

Barbarian Level 5

Attack twice with a weapon when you take the Attack action.

Behind the character

Character Information

Rusk the Breaker is a mountain of scarred gray-green muscle with a wolfish grin that promises violence and, strangely, a kind of honesty. His face is a map of five years in the Bastion's pit fights: a scar running brow to jaw, a flattened nose, tusks chipped from headbutting golems. He wears torn prison rags over one shoulder, forearms wrapped in grimy bandages stained with rust and old blood, and a broken shackle hangs from his left wrist—a trophy, and a memory.

His greataxe was forged from scavenged cell bars, and he swings it like it weighs nothing. A torn cloth map fragment is tucked into his waistband; he checks it constantly, touching it like a prayer. He speaks in short, blunt sentences, laughs loudly and often, and treats every deal like a blood oath. Beneath the bravado is a man haunted by a fire he caused and a brother he failed to save.

Rusk wants one thing: out. He will help anyone who aids his cause, betray anyone who blocks it, and die before he lets the Warden's chains hold him. He is chaotic, loyal to strength and honesty, contemptuous of the Collaborators, and quietly respectful of the Penitents' courage even as he calls their suffering foolish. In combat he is a berserker of the old orc way—frenzy, fury, and no retreat. He fights to win, laughs while bleeding, and considers fear a disease he refuses to catch.

His fierce grin is his armor; the guilt underneath is his chain. He is a quest-giver, a war-chief in waiting, and the party's loudest, most dangerous friend in the Bastion.

Before the adventure

Character Background

Rusk was born to a shattered orc warband on the material plane, orphaned young and raised by the road alongside his older brother Gor. The two fell into smuggling as teenagers, running contraband—weapons, ore, stolen relics—through a dozen ports aboard their ship, the Crimson Tide. Rusk was the muscle and the grin; Gor was the planner. For years they thrived, until a job went wrong: pursued by a harbor syndicate's enforcers, their cargo hold caught fire during a botched escape.

Rusk chose the cargo over the crew, sealing a hatch while a woman named Lira was still below. He has never spoken of it. The guilt festered, and he drowned it in pit fights in every port, earning the name 'the Breaker' for the bones he left behind. Eventually the law—or something wearing the law's face—caught up with the brothers. Both were dragged before a tribunal neither remembers clearly and awoke in the Phantom Zone with fogged memories and intact rage.

In the Bastion, Rusk and Gor joined the Breakers, the faction of escape-at-any-cost. Gor led tunneling crews; Rusk bled in the pit matches to win the faction's favor and intimidate the Collaborators. They were a team again, and Rusk was almost happy. Then Ironjaw, a Collaborator lieutenant hungry for favor, sold out a tunneling expedition. Guards flooded the tunnels; Gor died sealing a weapons cache to keep it from capture, and Ironjaw took the Archive key from the wreckage as his prize.

Rusk has worn his brother's broken shackle ever since and has spent three years planning revenge he could never execute without dooming the Breakers. Now the party has arrived—new inmates with strange skills and no fear of the Warden's voice. Rusk sees in them what he saw in himself once: people the Warden lied about. He offers them his map fragment, his muscle, and his fury, asking only that they help him break chains—Ironjaw's, the Warden's, and his own.

He carries the Breakers' hope for a riot, a weapons cache he alone can find, and a guilt he hides behind that fierce, unbreakable grin. If the party stands with him, Rusk will follow them into the Core itself. If they waver, he will go alone—and the Zone will eat him alive.

Threads to follow

Unresolved Plots

  • Rusk's smuggler ship, the Crimson Tide, still sails under a new captain who believes Rusk dead—his cargo hold holds a fortune and a debt owed to a harbor syndicate.
  • A Breaker rival named Vash claims Gor's death was Rusk's fault for being in the pit, and is quietly gathering supporters to challenge Rusk's leadership.
  • Rusk's crystal record mentions a second survivor of the burning ship—a woman named Lira, listed as a current inmate in the Bastion's lower blocks.
  • The tunnel maps Gor left show a passage that does not match Rusk's fragment—a sealed route that leads somewhere beneath even the Forge.
  • Rusk owes Kaelen the Smith a decade-old debt for a smuggled anvil-iron ingot, and Kaelen intends to collect it at the worst possible time.

Beneath the surface

Secrets

  • Rusk abandoned his crewmate Lira to die in a shipboard fire to save the cargo—he has never told anyone, and the guilt drives his fury in the pits.
  • Rusk knows the location of the Breakers' weapons cache but has told no one, not even faction elders, fearing a traitor like Ironjaw still lurks among them.
  • Rusk secretly believes he deserves the Phantom Zone—that his sentence is just—which is why he fights so hard to prove the Warden lies about everyone else.

What haunts them

Fears

  • Burning to death; the memory of the ship fire makes him panic near open flame, including the Trial Chamber's green fire pit.
  • Becoming Ironjaw—a Collaborator who sells his own people to survive.
  • Failing Gor's memory; dying without avenging his brother or leading the Breakers out.

What drives them

Aspirations

  • To walk free under a real sky and see the material plane's sun again.
  • To avenge Gor and take his brother's place as the Breakers' war-chief.
  • To find Lira, if she lives, and—though he'd never say it—beg her forgiveness.

Personal quest · 1

Rusk's Revenge

Rusk asks the party to help him ambush Ironjaw, the Collaborator lieutenant who murdered his brother Gor in the yard three years ago. The ambush is planned for the mess hall, where Ironjaw takes his daily tribute meal. Rusk wants more than death—he wants Ironjaw to know who killed him, and to die with the whole yard watching. The fight is brutal; Ironjaw is a hardened enforcer with allies nearby.

Current Stage

Scout the mess hall with Rusk, learning guard rotations and Collaborator habits.

Mechanical Rewards
  • Rusk becomes a permanent combat ally with the Breakers faction
  • A map of guard patrol routes granting advantage on Stealth checks in the Bastion
  • Ironjaw's Archive key, opening a shortcut to Act 2
Narrative Rewards
  • Rusk's brother's broken shackle is added to Rusk's trophy collection, and his fury is finally quieted
  • The Breakers faction openly declares the party sworn friends

Personal quest · 2

The Breaker's Cache

Rusk knows the Breakers have a hidden weapons cache in the Tunnels of Remorse, lost when his brother's tunneling crew was wiped out by a Chain Golem. He cannot retrieve it alone—the golem guards the collapsed shaft where the cache lies buried. He asks the party to help him clear the shaft, destroy the golem, and recover the weapons his brother died hiding. Along the way, Rusk finally reads the runes his brother carved before the collapse.

Current Stage

Navigate the tunnels using Rusk's map fragment and clear the collapsed shaft (Athletics DC 15).

Mechanical Rewards
  • A cache of Breaker weapons including a greataxe forged from cell bars (+1, counts as silvered for Rusk's use)
  • +2 maximum HP for Rusk from a starmetal trinket Gor hid among the weapons
  • The full tunnel map, revealing a shortcut to the Forge
Narrative Rewards
  • Gor's message reveals the Breakers' riot plan and names Rusk as his successor
  • Rusk gains the Breakers' full loyalty as their new war-chief

Personal quest · 3

The Name in the Fire

Rusk was convicted of a crime he barely remembers—the Zone's memory-fog has stolen the details of his trial. During the First Trial he glimpsed an illusion of a burning smuggler's ship and a woman's scream, and it haunts him. He asks the party to help him find his Archive crystal record to learn the truth of what he did. When they find it, the truth is worse than he feared: the woman was his crewmate, and Rusk abandoned her to the fire to save the cargo.

Current Stage

Infiltrate the Archive of Sins with Rusk and locate his crystal record.

Mechanical Rewards
  • Rusk gains immunity to being frightened while raging (his guilt no longer haunts him)
  • +1 to Rusk's Wisdom score as he gains self-knowledge
  • An Archive Crystal magic item for the party
Narrative Rewards
  • Rusk's record reveals a fragment of Malakar's ritual, advancing the main quest
  • Rusk's fierce grin becomes genuine for the first time

Major Decision

Context

During Rusk's Revenge, Ironjaw is defeated and at Rusk's mercy. Rusk turns to the party: kill him now, or drag him before the yard as proof the Collaborators can bleed.

Choice Made
The party decides Ironjaw's fate alongside Rusk.
Impact

Killing him quietly makes Rusk an assassin in the eyes of the Penitents (Breakers gain +1 standing, Penitents distrust). A public execution sparks early unrest, granting the party a head start on riot planning but alerting Malakar to rebellion. Sparing Ironjaw earns Sora's deep respect and a potential reluctant informant inside the Collaborators.

Major Decision

Context

In the Breaker's Cache, Rusk finds enough starmetal trinkets and weapons to arm fifty Breakers for the riot—or to give Kaelen the extra starmetal needed to forge the Key of Absolution faster.

Choice Made
Rusk asks the party to choose: arm the rebellion, or fuel the key.
Impact

Arming the Breakers grants a permanent +1 to riot skill challenge successes and gives Rusk a +1 greataxe permanently. Giving the starmetal to Kaelen removes one component-gathering step for the Key of Absolution, saving days against the 15-day time limit, but the riot will be harder fought.

Major Decision

Context

After reading his own record, Rusk learns the Zone collapses and kills everyone inside if Malakar dies. He asks the party: when the moment comes, do we break out and leave these thousands to die, or do we stay and free them all?

Choice Made
Rusk commits to the party's answer for the finale.
Impact

If the party chooses escape, Rusk gains the Flee the Zone trait: +10 ft. speed and Adrenaline Rush becomes 5 uses, but he abandons the Breakers (faction standing lost). If they choose to stay, Rusk gains War-Chief's Resolve: he can use Relentless Endurance twice per Long Rest and rally Breakers as an action, but he will not leave even if the party does.

Ally

Gor the Breaker (deceased brother)

Relationship Ally (memory)
Influence 2/10
Loyalty 10/10

Shared History

Rusk and Gor grew up in the same orc warband on the material plane, cast out together when their clan was shattered. They turned to smuggling, running contraband through a dozen ports, always watching each other's backs. When both were thrown into the Bastion, they joined the Breakers side by side, and Gor led the tunneling crews while Rusk fought in the pit matches to earn the faction's favor. Gor was the thinker; Rusk was the hammer.

Three years ago, Ironjaw betrayed a tunneling expedition to the guards for extra rations, and Gor died in the collapse—crushed sealing a weapons cache to keep it from being seized. Rusk wears his brother's broken shackle on his wrist and has never forgiven himself for being in the pit instead of the tunnels that day. Every plan Rusk makes, he first asks what Gor would have done.

Enemy

Ironjaw

Threat Level 4/10
Conflict Type Vengeance

Personal Stakes

Ironjaw killed Rusk's brother Gor by selling out a tunneling crew to the guards three years ago, and he has taunted Rusk about it in the yard ever since, knowing Rusk cannot strike without bringing the golems down on the Breakers. Worse, Ironjaw wears the Archive key that Gor died protecting—Rusk believes the key is his brother's stolen legacy. For Rusk, killing Ironjaw is not politics; it is a debt of blood that keeps him awake at night.

He will abandon almost any plan for a chance at Ironjaw's throat, and the party must sometimes rein in his fury. If Ironjaw dies by another's hand, Rusk will resent it; if the party helps him end it, he will owe them everything.

Faction

The Breakers

Standing 3/10

Influence

Rusk is one of the Breakers' most respected enforcers and, after Gor's death, the de facto leader of the tunneling crews. He has spent five years in the Bastion earning his scars in the pit fights and mapping the tunnels with his brother. The Breakers follow him because he has never broken in a fight and never sold out a plan. His faction standing grants the party safe passage through Breaker territory, access to the weapons cache, and muscle for the Act 3 riot.

However, Rusk's leadership is contested by older Breakers who think vengeance against Ironjaw is a distraction, and if Rusk's quests fail, rivals like Shadowtongue's informants could exploit the rift. After Gor's message is found, Rusk is confirmed war-chief, solidifying his hold.

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