[FOCI]

Cypher System Rulebook 1e
You're a proficient adversary when armed. Hundreds of hours of training mean that you don't crack when under fire; you take care of business before the bad guys even know you're there. Those who are Licensed to Carry might be cops, crooks, hunters, or citizens interested in protecting themselves.
You dress in clothing that allows you either to conceal your weapon or to quickly access it, and preferably both, which is why you're probably known for your trench coat.
Vector gun users are likely soldiers or hunters. Spinner gun users are often criminals or cops. A paradox who Is Licensed to Carry is probably rare but might be a detective or a gun enthusiast.
Although Is Licensed to Carry is designed with modern firearms in mind, it could apply to flintlock weapons, futuristic laser blasters, or other ranged weapons.
If this is your starting focus, choose one of the following connections.
Clothing, light or medium armor, two weapons (one of which must be a firearm and three magazines of ammo), a cell phone, and $800.
After being hit on the side of the head, the target is deafened for a few minutes.
An artery hit causes the target to bleed for 1 point of damage each round until the target succeeds at a difficulty 3 Intellect or Speed task to bind the wound.
You inflict 1 additional point of damage with guns.
You are practiced with guns and suffer no penalty when using one.
You can spend points from either your Speed Pool or your Intellect Pool to apply levels of Effort to increase your gun damage. Each level of Effort adds 3 points of damage to a successful attack, and if you spend a turn lining up your shot, each level of Effort instead adds 5 points of damage to a successful attack.
You can choose from one of two benefits. Either you are trained in using guns, or you have the Spray ability (which costs 2 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called a rapid-fire weapon, such as an automatic pistol), you can spray multiple shots around your target to increase the chance of hitting. This move uses 1d6+1 rounds of ammo (or all the ammo in the weapon, if it has less than the number rolled). The attack roll is eased. If the attack is successful, it deals 1 less point of damage than normal.
Enabler (being trained in using guns) or action (Spray).
or
You inflict an additional 3 points of damage with your chosen weapon.
You can make two gun attacks as a single action, but the second attack is hindered by two steps.
If a weapon has the ability to fire rapid shots without reloading (usually called a rapid-fire weapon, such as a crank crossbow), you can fire your weapon at up to three targets (all next to one another) at once. Make a separate attack roll against each target. Each attack is hindered. s
When you hit a target with a gun attack, you can choose to reduce the damage by 1 point but hit the target in a precise spot. Some of the possible effects include (but are not limited to) the following:
or
Choose one of your existing attacks that inflicts points of damage (depending on your type and focus, this might be a specific weapon, a special ability such as a blast of fire, or your unarmed attacks). When you hit with that attack, you inflict an additional 5 points of damage.
GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.