the Cold War, in particular in Indochina and the Vietnam War, before the fateful operation that led to the original disbandment of the organization. The group was introduced in the seventh issue of The Unspeakable Oath, a Call of Cthulhu fanzine created by Pagan Publishing, in early 1993. Four years later, the Delta Green supplement appeared and spawned a number of its own supplements and novels. The premise is similar to The X-Files (although the original incarnation of Delta Green preceded The X-Files by almost a year). Both draw on federal alphabet soup folklore, UFO conspiracy theories and other modern legends. The Delta Green supplement lays the groundwork for organized investigations into paranormal crime and horror, setting up the initial plot and providing players with their motivations and the resources they need to carry out their tasks. It also provides a source of replacements for characters who go mad or are killed. Canonical materials revolve around threats from the Cthulhu Mythos, but the framework is very flexible. Delta Green agents typically know little about the Mythos. While the scenarios and written material is centered around the United States, there are possibilities for international games too. Countdown introduced Delta Green's counterparts in the United Kingdom and Russia, called PISCES and GRU SV-8 respectively, as well as real-life international law enforcement and intelligence agencies. While Targets of Opportunity introduced the Canadian M-EPIC. Gameplay The original 1997 edition of Delta Green was a sourcebook for Call of Cthulhu, as such, it used the Basic Role-Playing system that Call of Cthulhu had. The 2016 standalone edition takes the percentile dice of Basic Role-Playing and Call of Cthulhu mechanics and introduce modifications adapted for the setting. Player Characters are called Agents and the Game Masters Handlers. Sanity is still rolled everytime characters meet unnatural horrors, but now also in violent situations and where the Agents feel helplessness. Agents can "adapt" to violence and helplessness after three failed SAN checks. Unnatural cannot be adapted. Excessive loss of Sanity can result in agents developing Mental disorders. Delta Green introduces the concept of Bonds, which are the friends and family of the Agents, and Motivations, the reasons why the Agents fight. The latter serve as character-expanding tool for players and a sanity-regulation mechanic, as they can be used to half the SAN loss. At the point of their relationship with bonds, if the relationship points fall, the connection