System

Delta Green is essentially the modern-day, militarized cousin of Call of Cthulhu. Originally a source book for Call of Cthulhu it is now a stand alone system based on Call of Cthulhu 6th edition. It trades the 1920s academic curiosity for the cynicism of a modern government conspiracy. You play as federal agents—FBI, CIA, SOCOM—who have been recruited into an illegal, compartmentalized program to contain “unnatural” incursions. Unlike the ragtag groups of librarians and dilettantes in standard Lovecraftian games, your characters are highly competent professionals with access to satellite intel, heavy weaponry, and federal authority. However, this competence is a trap; the game is not about winning, but about managing the damage. You are forced to cover up the horrors you witness, lying to your superiors and family to protect the public status quo, effectively becoming the “men in black” who gaslight the world for its own survival.

Mechanically, it streamlines the BRP d100 system to emphasize operational tradecraft and psychological erosion. Combat is faster and deadlier, introducing a Lethality rating for heavy weapons that can instantly kill targets (or PCs) on a single percent-die roll, replacing tedious damage calculation. The most distinct innovation, however, is the Bonds system. Your sanity is protected by your relationships with loved ones; when you suffer mental trauma, you can choose to “project” that damage onto a Bond, preserving your own stability by voluntarily damaging your marriage or relationship with your children. This creates a tragic gameplay loop where you survive the mission only to return to a “Home” phase where you must roleplay your life falling apart, forcing you to choose between being a good agent and being a good human being.

Intent

As with other systems, I’m biased towards shorter standalone scenarios. For Delta Green, I suggest starting with A Victim of The Art, which would take 2-4 sessions.