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Shadowrun 5th Ed Character: Gyre

About ten years ago, I played in a Shadowrun 4th Edition campaign with some friends. The character I developed for the game is probably one of the more popular characters I created amongst said friends (including any NPCs I created when it was my turn to GM for the group). Recently, I’ve been thinking about joining some of the Missions play in Portland. While the Dwarf, Gyre “Gears” McGimble, is probably not “family-friendly” for table play, I was curious as to how he would work as a 5th Edition Missions character. …Plus I just wanted to revisit his background. Note, some NSFW language and themes.

Gyre “Gears” McGimble

Dwarf Rigger

Build Order: Skills, Attributes, Metatype (Dwarf), Resources, Magic
Age: 27
Height: 4’2″
Weight: 130 lbs.
Ethnic: Caucasian Dwarf
Hair: Red (Mohawk and mutton-chops)
Eyes: Left blue, Right green

History

Gyre was born into poverty and was tossed about from one poor family to another–Dwarves trying to look after their own, but unable to feed another mouth. The dwarf wasn’t exactly one of theirs and he wasn’t wanted. He wasn’t so much raised as he was simply handed around from month to month, never quite knowing a true family. Gyre grew into a surly, belligerent teen and only got worse from there.

Gyre tried to get attention by getting into fights, but, more often than not, the malnourished youth was overmatched. Instead, he turned to mechanics–something he had a surprising knack for. Though it lacked personal attention, it gave his mind something to do, something to focus on. And a way to get revenge on those he truly despised.

It was his skill that brought him out of the slums and into the world of Shadowrunning. Though Yakuza rarely deal outside their own, when in a bind, anyone will turn to anyone to save their skin. Gyre was there to do just such a thing for a Yakuza under boss. It took little time for Gyre to be noticed and he quickly made enough money to purchase a wide range of equipment. (What wasn’t purchased was stolen.) As his prominence within the organization grew, so did meetings with more important officials. Unfortunately, the Dwarf’s tongue proved his undoing. Though valuable, he was considered a nuisance. Rather than destroy a commodity, it was decided that he should be moved to Chicago, where a local under boss could call for his services when needed.

Gyre’s well chuffed to be in Chicago. No longer does he see the faces of the clansmen who couldn’t and/or had no desire to care for him. Though he’s still not the most popular of people, due to his attitude, his work speaks for itself and he’s managed to build a small contact base, though he’s only been in the city for a few months.

Gyre prefers moving parts to circuits in his work. In this day and age, of course, everything needs computers, but, given the choice, McGimble would rather build with combustion engines and clockwork. That, combined with the similarity to his first name gave him the moniker of “Gears”. He doesn’t quite remember who or when he acquired the nickname but it sure beats “get away from me you, stumpy fucker” so he took the name and ran with it.

Personality

Gyre “Gears” McGimble cares only about three things: Fightin’, Fuckin’ and Fixin’… and piloting. He speaks his mind constantly, without thinking about the danger it might put him in. If the conversation isn’t about one of his favorite things, he’ll either try to change the subject or leave. If that’s not possible and he can’t just smack the cruddy berk who’s boring him, then he’ll simply shut down and think about stuff–and it’s not subtle; he’s obviously not listening.

He believes the best way to a woman’s heart is asking her, “wanna fuck?” and, if that doesn’t work, he’ll happily offer to say, “right, ignore me then–mind iffen I hump yer leg while yer not payin’ attention?”

The Fookin’ Machine

One of the more pronounced traits that endeared Gyre to the group was his invention of a “fookin’ machine” during one of the early sessions. Exactly what it was and how it worked was never exactly established, but it became a running gag through the games as he would add “scent controls,” and “sheep sounds,” selling his devices to Johnsons (pun intended?) and other NPCs. This gag was brought up more by the GM and other players than me, but given our lighthearted nature of play, I was more than happy to oblige and contribute to the legend of the fookin’ machine.

Attributes

Body: 4
Agility: 4
Reaction: 4
Strength: 4
Willpower: 5
Logic: 6
Intuition: 4
Charisma: 2

Special and Derived Attributes

Edge: 2
Essence: 4.25
Initiative: 8+1d6
Karma: 24/25

Metatype Abilities

Land Movement: 8m/16m +1
Swimming: 4m/+1
Dwarf Networking
Enhanced Senses: Thermographic Vision
Resistance: Pathogens and Toxins +2

Qualities

Positive: Juryrigger
Negative: Incompetent (Acting Group), Uncouth

Skills

Armorer: 5
Demolitions: 6
Electronic Warfare: 5
Electronics Group: 5
Engineering Group:6
Gunnery: 4
Navigation: 4
Pilot Aircraft: 4
Pilot Ground Craft: 4
Pilot Walker: 4
Pilot Watercraft: 4
Pistols: 3
Unarmed Combat: 3

Knowledges and Languages

Chemistry: 3
Engineering: 4
Local Safe houses: 2
Local Yakuza: 2
Street Gangs:2
Street Drugs: 2
Language (English): N
Language (Japanese): 3
Language (Or’Zet): 2

Augments

Control Rig (Used)/1, Datajack (Used), Datajack (Used), Comlink: Sony Emperor (Used)(Cyber)

Armor

Armor Jacket (12), Gas Mask, Urban Explorer Jumpsuit (9)

Weapons and Gear

Ares Viper Silvergun (9P(f)v+4)
Flashlight
Goggles (1)
Lockpick Set
Miniwelder
Miniwelder Fuel Canister
Tool Kit, Armorer
Tool Kit, Automotive Mechanic
Tool Kit, Locksmithing

Vehicles

Dodge Scoot

Gameplay Note: In the campaign that introduced Gyre, we were provided with more starting cash & karma and didn’t have the confines of Missions regulated play. I worked with the GM so that Gyre’s workplace and home was an Ares Citymaster with a workshop in the back. I also had enough starting cash to provide the character with a couple drones, which he called his “dags” and would use loudspeakers to taunt the opposition, often saying, “woof woof, mother fooker!”