MRY is right, it's really not that great.
I must have not articulated myself well. I didn't mean to say that Gemini Rue is "really not that great." I haven't played the game enough to have a view one way or another, and I think the widespread enthusiasm for the game shows that it clearly worked very well on a lot of levels for a lot of players. My problem with the game, which ultimately made me give up, was that if I am going to be required to play a bad-ass, trench-coat-wearing, gun-toting, grizzled ex-mercenary with a name like Azriel Odin (whose partner is named Kain!), then the least you can do is let me actually play him as a bad-ass. And "kick" doesn't do it; if you give me a gun and a bad rap and put a supercilious doorman in my way, I expect to be able to intimidate him if not outright attack him. If you make me a sharp-shooting desperado and have bad guys pounding on the door outside the apartment I'm hiding in, I should be able to take cover and open fire, not just either (1) run like a coward or (2) stand around and get shot to death. The packaging of the character has to be fitted the verbset, or vice versa. For me, at least, you can't just transpose a Space Marine into Monkey Island, superficially change all the characters and items to fit the WH40k universe, and expect it to work.* (That's a gross exaggeration of what Gemini Rue is, but -- for the part I played -- I think it has a germ of truth.)
I'm pretty sure that my complaint is largely idiosyncratic. I'm probably somewhat less enthusiastic about the kind of power-fantasy that Gemini Rue's character represents than the average player, and somewhat more demanding of character-verbset consistency than the average player. I can see how Azriel Odin would be a fun character for someone to play, probably even for me to play 20 years ago.
(* This is, incidentally, why I think Lord of the Clans would've been such a disaster. As I think I mentioned in another thread, it's a big problem when the roided-out orc protagonist
recoiled in terror from a rat.)