Bears a Bandoleer

Published March 28, 2014 by


The gunslinger  is a skilled combatant, deadly in any fight. With a keen eye and quick reflexes, you can eliminate foes at range before they reach you. A good shot also learns to make his own ammunition and ballistic weaponry. You probably wear no more than light armor so you can move quickly when needed. Many glaives and jacks are gunslingers. You can use this focus with artifact weapons of a similar nature if you so wish. (This focus is just a re-branding of the Carries a Quiver focus from the core rule book for those gun enthusiasts out there.)


GM Intrusion: Shots that miss their target strike unwanted targets. Guns jam.


Pick one other PC to be the true friend who gave you the excellent rifle/pistol that you currently use. Secretly pick a second PC (preferably one who is likely to get in the way of your attacks). When you miss with a shot and the GM rules that you struck someone other than your target, you hit the second character, if possible.

Additional Equipment:

You start with a well-made ballistic weapon and two dozen rounds.

Minor Effect Suggestions:
Hit in a tendon or muscle, the target takes 2 points of additional damage, ignoring armor.
Major Effect Suggestions:
Shot center mass the target takes additional 3 points of damage, ignoring armor
Tier 1:

Gunslinger: To be truly deadly with a gun, you must know where to aim. You can spend points from either your Speed Pool or your Intellect Pool to apply levels of Effort to increase your shot’s damage. Each level of Effort adds 3 points of damage to a successful attack. Enabler.

Lead Shot: You are trained in making ballistic ammunition. Enabler.

Tier 2:

Covering Fire (1 Speed point): In a round where you attack with your gun, if you fire an additional shot, the difficulty of attacks and special abilities used by the target is increased by one step. Enabler.

Gun Smith: You are trained in making ballistic weapons. Enabler.

Tier 3:

Trained Gunslinger: You are trained in using ballistic weaponry. Enabler.

Master of Lead Shot: You are specialized in making ballistic ammunition. Enabler.

Tier 4:

Quick Shot: If you roll a natural 17 or higher with a ballistic attack, instead of adding damage or a minor or major effect, you can make another attack with your gun. This attack reuses the same Effort and bonuses (if any) from the first attack. Enabler.

Master Gun Smith: You are specialized in making ballistic weapons. Enabler.

Tier 5:

Phenomenal Gunslinger: You are specialized in using ballistic weaponry. Enabler.

Tier 6:

Precise Shot (2 Might points): You inflict 3 additional points of damage with your shot. The Might points spent to use this ability are in addition to any Speed points spent on the attack. Enabler.

  • Adriano Varoli Piazza

    Thank you! Guns for players are one omission from the manual I don’t understand. Granted, as you say, this is mostly cosmetic, but…

    • Nicholas Johnson

      Thanks 😀 i just copied and pasted but youre right. I always thought it was silly that fire arm are soley the domain of the numenera. Even in the medeival ages guns were present

  • Any stats for guns anywhere?

    • Nicholas Johnson

      What I have been doing with my group is simply calling crossbows and the such by the name of guns. Mechanically it doesn’t change the game at all, but gives the character some cool toys. But its easy to think up of how a gun might be translated into the cypher system. a pistol might be a light or medium weapon depending on caliber, range would be short or long depending on the GM. rifles would most likely be medium or heavy with long range or beyond. hope that helps 🙂

      • Good! Simple and practical.Thanks!

        I was thinking about getting the things complicated, like making the pistols artifacts, but i prefer your solution. =)