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THE AGENCY RESERVES THE RIGHT TO LET YOU DROWN
⟡ AGENT FINANCE HUB ⟡

Delta Green: Personal Cash Flow Rules

Central funding is gone. Agents fund operations from their own pockets. Most calculations use Accounting. CHA is rarely used.

Step 1: Base Monthly Free Cash Flow (FCF)

Base FCF = (Annual Salary / 12) × 0.15

Annual Salary: Real world average for the agent's job. Player and Handler confirm by quick search at character creation or occupation change.
0.15: 15% disposable income after taxes, rent, debt, insurance, groceries and essential costs.

Example: FBI agent average $75,000 per year.
$75,000 ÷ 12 = $6,250 → ×0.15 = $937 base FCF

Step 2: Accounting Skill Modifier (Static, no roll)

Use Accounting, or (Handler discretion) Criminology for fraud specialists. Modifier represents financial habits and is permanent between operations unless skill changes.

Accounting SkillModifierDescription
0–19%×0.66Bad with money: high debt, poor savings, lives paycheck to paycheck
20–49%×1.00Average: normal spending, some savings
50–79%×1.25Good budgeting: side investments, low interest debt
80%+×1.50Excellent: makes more from same salary, multiple income streams
Modified FCF = Base FCF × Accounting Modifier
Example (FBI agent with Accounting 60%): $937 × 1.25 = $1,171 modified FCF

Step 3: Pre Operation Accessible Cash (Roll)

Before an operation begins, roll to determine how much of the modified FCF the agent can put in hand immediately without raising suspicion or friction.

Roll: Accounting (or CHA × 5% at Handler's discretion, but Accounting is standard)

Roll ResultMultiplierNarrative
Critical (01–05)×3.0Everything liquid. Spouse out of town. Bank owes favors.
Success×1.5A little shuffling, but I've got it.
Failure×0.75Tied up in joint account / just paid property taxes.
Fumble (96–100)×0.25Spouse just drained it for a vacation. I'm embarrassed.
Pre Op Cash = Modified FCF × Accounting Roll Multiplier
Example (Accounting 60, rolls 43 → Success): $1,171 × 1.5 = $1,756 accessible
Same agent, bad roll (78 → Failure): $1,171 × 0.75 = $878 accessible

Summary Formula (Pre Op Only)

Final Pre Op Cash = (Salary ÷ 12 × 0.15) × (Accounting Modifier) × (Accounting Roll Modifier)
Note: CHA is almost never used. The Handler may optionally substitute CHA × 5% for the roll in rare cases (e.g., a con artist without Accounting), but Accounting is the default and primary skill for all financial access.

Optional: Mid Operation Withdrawals (Tiers of Extraction)

When pre op cash runs out mid mission, agents can access more money. Each tier has guaranteed complications, SAN loss and Bond damage. These are optional rules for deeper desperation. The same Accounting roll applies.

Tier Overview

TierSourceTime RequiredCash Gained
1Joint account / spouse aware savings2–6 hours0.5 × Modified FCF
2Sell assets / liquidate investments12 hours1.0 × Modified FCF
3Borrow from coworker, bank loan, or retirement fund24–48 hours1.5 × Modified FCF
Restriction: Tier 2 requires Tier 1 already used. Tier 3 requires Tiers 1 and 2 already used. You cannot skip to the bottom.

Mid Op Withdrawal Roll

When an agent taps a tier, roll Accounting (same as pre-op).

Roll ResultCash GainedComplication Severity
Critical (01–05)Full tier valueNone
SuccessFull tier valueStandard (per tier)
FailureHalf tier value (round down)Standard (per tier)
Fumble (96–100)Half tier value (round down)Worsened (per tier)

Tier 1 Complications (Joint Account)

Standard (Success or Failure): Spouse will notice within 24 hours. Roll 1d6:

  • 1–2: Spouse calls during op (Accounting roll to lie or raise suspicion)
  • 3–4: Spouse withdraws equal amount "for safety" — future FCF reduced 10% next op
  • 5–6: Post op confrontation (Cover or Bond roll at –20%)

Worsened (Fumble): Spouse notices immediately. Call comes in 1d10 minutes. –20% to Cover roll. If Cover fails: Bond loses 2 points and spouse freezes joint account (Tier 1 unavailable forever).

Tier 2 Complications (Sell Assets)

Standard (Success or Failure):
– SAN loss: 0/1d3
– Bond damage: Lose 1 point from a Bond of player's choice
– Item loss: Handler chooses one sentimental item (heirloom, gift, childhood possession)

Worsened (Fumble):
– SAN loss: 1/1d6
– Bond damage: Lose 2 points
– Item loss: Lose two items
– Buyer is suspicious: local cops or IRS get a tip (Handler gains leverage)

Tier 3 Complications (Borrowing / Retirement Raid)

Standard (Success or Failure):
– SAN loss: 1/1d4
– Bond damage: 1d3 points
– Permanent: Reduce Accounting modifier by one tier (×1.50 → ×1.25 → ×1.00 → ×0.66) for all future ops
– Leverage: Handler gains one leverage over the agent

Worsened (Fumble):
– SAN loss: 1d4/1d8
– Bond damage: 1d6 points
– Permanent: Reduce Accounting modifier by two tiers
– Leverage: Handler gains two levers
– Debt: Acquire 1d3 × $1,000 debt at 10% monthly interest (game time)

Optional Rule: Rush Any Tier

Agent can halve the time for any tier by accepting double the complication severity:

  • Tier 1 rushed: Spouse definitely notices and confronts immediately (Bond roll at –30%)
  • Tier 2 rushed: SAN loss becomes 1/1d6, Bond loss becomes 2 points
  • Tier 3 rushed: Permanent Accounting drop is two tiers (×1.50 → ×1.00), Handler gains two levers

Example Comparison

Agent A – Journalist, $55k/year. Accounting 25% (×1.00).
Base = ($55k/12) × 0.15 = $687
Modified = $687
Good Accounting roll (×1.5) = $1,030 – beats pay grade through access.

Agent B – Doctor, $180k/year. Accounting 15% (×0.66).
Base = ($180k/12) × 0.15 = $2,250
Modified = $1,485
Bad Accounting roll (×0.75) = $1,113 – less than the journalist this op.

Agent C – Same doctor, Accounting 85% (×1.50).
Modified = $3,375
Good Accounting roll = $5,062
Bad Accounting roll = $2,531 – still solid despite bad timing.

Mid Operation Example in Play (Optional Rules)

Agent Vega (modified FCF $2,000, Accounting 50%) spends her pre op $3,000 (good Accounting roll). Mid op, she needs $2,500 more.

Tier 1: Rolls Accounting 50 → 43 (Success). Gains $1,000. Standard complication: spouse notices in 24h (d6=3 → spouse withdraws $1,000). Needs $1,500 more.

Tier 2: Rolls Accounting 50 → 96 (Fumble). Gains half of $2,000 = $1,000 (not enough). Worsened complication: SAN 1/1d6 (rolls 4 → loses 4 SAN), Bond loss 2 points from sister, loses two items (mother's necklace + childhood photo). Buyer tips off police.

Now Vega is short $500, no tiers left, police interest, and her sister will not speak to her.

Outcome: Perfect Delta Green.

Quick Reference Table (Mid Op Withdrawal)

TierCash GainedTimeStandard ComplicationWorsened (Fumble)
10.5 × FCF2–6hSpouse notices within 24h (1d6 effect)Spouse calls immediately, Cover –20%, possible frozen account
21.0 × FCF12hSAN 0/1d3, Bond –1, lose one itemSAN 1/1d6, Bond –2, lose two items, police tip
31.5 × FCF24–48hSAN 1/1d4, Bond –1d3, Accounting tier drop, Handler leverageSAN 1d4/1d8, Bond –1d6, drop two tiers, two levers, plus debt
On a Critical (01–05) no complication occurs. On Failure (non fumble) you gain half cash but complication remains standard. On Fumble gain half cash with worsened effect. All rolls use Accounting unless Handler rules otherwise.

Final Notes