GAME RULES

NARRATIVE STYLE
In Bodegas & Drive-Bys, you’re not just a player — you’re a character in a gripping TV series. Think The Wire, Breaking Bad, Snowfall, or Succession. Your actions determine not just your fate, but your place in the story.

• Not everyone survives. If you go too hard with “main character energy” too early, it could be your downfall (think Ned Stark in Game of Thrones).
• The story surprises. Sometimes the underdog wins (like Tom Wambsgans in Succession).
• Style pays off. Players with a distinct style or who become fan favorites might escape doom (like Jesse Pinkman in Breaking Bad).
THINK LIKE A CRIMINAL
The key to success is preparation. The better your plan, the less you leave to chance. Use anything you’d use in real life: Google, movies, your own knowledge, famous criminals.

• Reality = game. Anything you can buy in real life, you can buy in-game for the same price.
• Illegal goods? You’ll have to enter the underworld. Build a network, meet shady figures, and use their services.
• Alvara knows things. He’s a fixer, a major connection. But watch out: he doesn’t work for free.
MAKING MONEY = MAKING PLANS
Every form of income starts with a plan. The better the plan, the higher the chances of success.

Example:
You want to blow up an ATM. You research it online, stake out the machine for a few days, go at night on a stolen scooter, and plan your escape. Sounds solid, but it’s not foolproof — that’s where the dice come in.
DICE: D10 FATE ROLL
After planning, roll a D10 to see how successful your action is:

Roll Results

1: Murphy’s Law – Everything that can go wrong, goes wrong.
2–4: Fail – Your plan fails, but you survive. Possible consequences.
5–7: Partially successful – Small loot or partial win.
8–9: Success – Plan works as intended.
10: Glory – Perfect success + bonus.
ABILITY MODIFIERS: MAKE YOUR PLAN STRONGER
Your skills affect your dice roll. You rank your abilities from 1 to 5, which give you modifiers:
 
• #1: +2
• #2: +1
• #3: 0
• #4: -1
• #5: -2

Example:
You have +2 on Intelligence. Normally you need a 5 to partially succeed, but now a 3 is enough.
ABILITY DESCRIPTIONS
• Athleticism
Running, climbing, fighting, endurance.

• Dexterity
Handling weapons, pickpocketing, driving.

• Constitution
Physical body, how fast you die, physical resistance.

• Intelligence
Making plans, assessing danger, hacking.

• Charisma
Lying, manipulating, persuading or scamming people.

Use the right skill for the right plan. Play to your strengths — or be ready for the consequences.
CONSEQUENCES: EVERY ACTION MATTERS
Nothing happens without consequences. Some are immediate, others come back later.

Example:
You use too much explosive. You barely escape, but the blast is massive. Now you need +2 Constitution to get away before the cops show up.
THE WORLD REACTS
The game world is interactive. It responds to your choices.

• Too curious? That might get you killed.
• Too cautious? Then you’ll never win.
• Sometimes a crazy move pays off. Sometimes it doesn’t.

Use tactics from criminals you admire — but make it your own. Become an expert in your niche.
REPUTATION: HOW ARE YOU KNOWN?
You start at reputation 0. Nobody knows you. That’s safe, but also weak.

• Build reputation: by committing crimes, buying gear, making contacts, or even by doing time.
• High reputation = more impact but more risk. You can do more, but draw more attention — from rivals and the cops.

COMBAT RULES: CINEMATIC AND SIMPLE

COMBAT IS ABOUT CHOICES, NOT STATS
Every fight is different. Think of it as a movie scene: what you do, how, and why matters more than dice rolls.

The DM (Game Master) decides what’s logical and cool based on:
• Your plan (how well thought-out is it?)
• Your attitude (fleeing, charging, playing smart?)
• Your environment (alley, car, rooftop?)
• Your abilities (like Dexterity or Athleticism)

Dice are only rolled when there’s risk, uncertainty, or high tension.
HOW IT WORKS (EXAMPLE: DRIVE-BY)
You’re being shot at?
• DM: “You’re in the line of fire. Roll Athleticism.”
• If hit, roll Constitution. What happens depends on how well you roll.

You want to shoot back?
• DM: “Do you have cover? How quick can you react? How hard is the shot?”
• You roll Dexterity.
• DM determines the outcome: hit, miss, return fire, impact on surroundings, etc.

You want to escape?
• DM decides based on your description + possible roll whether you succeed.
ADVANTAGE AND DISADVANTAGE (ONLY WHEN IT MATTERS)
• Advantage: Roll twice, take the highest.
• Disadvantage: Roll twice, take the lowest.

The DM grants these when the situation is clearly in your favor or against you.

Examples:
• Advantage: You’re ready with a sniper and have a clear shot.
• Disadvantage: You’re firing from a moving car while injured.
WEAPONS WITHOUT STATS
Weapons are about flavor, not numbers. Describe what you use and why it fits.

• Pistol? Small, fast, concealable.
• Shotgun? Brutal up close.
• SMG? Lots of bullets, low accuracy.
• Knife? Quiet, scary, close range.
• Bat? Street vibe, high impact.

The DM uses your description to determine the effect. Want to be tactical? Get detailed. Want chaos? Keep it vague.
STEALTH AND MELEE
Same rules apply for stealh and melee as they do for weapons.

Stealth kill? Describe how you do it. DM decides if a roll is needed.
Melee fight? You describe your attack, DM decides if a roll is needed.

It’s all about:

• The element of surprise
• Your cleverness
• Your style
CONSEQUENCES AND DRAMA
Combat isn’t a video game. Everything has consequences.

• Shoot someone? They might have friends.
• Run away? The enemy survives.
• Get hit? That wound might stick around.

The DM uses your actions to drive the story forward.

COMBAT FLOW SUMMARY

1. A situation arises (e.g. a shootout)
2. DM describes the danger
3. Players describe their actions
4. DM decides: instant outcome or roll
5. Rolls only if the outcome is exciting or uncertain
6. DM narrates the result

STREET HEALTH SYSTEM

 In this game, your health isn’t shown in numbers, but in three conditions. The better your condition, the easier your actions.

FRESH
Description:
You’re unharmed and everything works as it should.

Effect:
No penalties, full control over your actions.
HURT
Description:
You’ve been injured, but you can still function. You struggle more with actions and have a higher chance of failure.

Effect:
• Negative effects: Slight chance of failing actions, especially those requiring physical strength (running, fighting).
• Example: A shot to the leg means you can’t move as fast, or you struggle in a fight.
FUCKED UP
Description:
You’re seriously injured and nearly out of strength. Every action becomes harder. If you get hit again, you may lose consciousness — or worse.

Effect:
• Negative effects: It becomes extremely hard to succeed at anything. Every action is a challenge.
• If hit again: You’re out for the rest of the scene.
• Example: You’re heavily bleeding or already unconscious. Continuing is a miracle.
INJURY CONSEQUENCES
Fucked Up:
If you reach this state, you have one last chance. Roll Constitution to escape or survive the situation. If you get hurt again, you’re done.
HEALING AND PAIN RELIEF
Doctor/Hospital:
• You can recover by visiting a doctor or hospital. This restores you to Fresh, but it costs money.
• Costs vary depending on the severity of your injury and where you go.

Minor Injuries:
• Light wounds (like scratches or a non-critical gunshot) heal on their own.
• It might take a few scenes, but you’ll eventually return to Fresh.

Pain Suppression via Drugs:
• You can use drugs to dull the pain and reduce the negative effects of your injuries.
• This can temporarily eliminate penalties on your actions.
• Warning: Drugs may have side effects like addiction, hallucinations, or other mental/physical issues.

SUMMARY

• Fresh – You’re ready for anything.
• Hurt – You’re damaged but still in the game.
• Fucked Up – You’re on the edge. Be careful!

 DM’s Tip: Think twice before stepping into a fight or taking big risks. Your health can change fast!