with the bond will be crossed out. With the bond mechanics, the Home scenes are also introduced. These are between-mission vignettes focused on the everyday lives of the Agents. They can be about building relationships with bonds, investigating the unnatural, or going to the therapists, among others. Since player characters are members of the U.S Government, there are new rules to acquire gear and equipment, they can be both requisitioned from the organization the Agent is part of. Requisitioning requires the skill Bureaucracy, the more expensive and advanced equipment the harder will be to make a roll, failure might even result in the Agent getting blacklisted, fired or even arrested. It also possible to use the Agent's personal wealth, especially for illegal objects, however it will risk the relationship with bonds. Combat was also streamlined to be quicker, more tactical and deadly. The main combat mechanic introduced is Lethality, weapons that deal damage above 2d10 have a "lethality rating" from 10% to 90%, if the percentile roll is below the rating the targeted enemy dies instantly, otherwise the damage dealt is the sum of the result of the percentile dice. The Fall of DELTA GREEN uses Pelgrane Press' own Gumshoe System, used in other Pelgrane games such as The Esoterrorists, Fear Itself and Trail of Cthulhu. Differently from the standard D100/BRP derivate that both Call of Cthulhu and Delta Green use, the Gumshoe system is focused in going from scene to scene gathering clues and interpreting them, using minimal die rolls and when necessary only a 6-sided die. Fall of DELTA GREEN also introduces new mechanics for the Gumshoe formula, adapting the new rules introduced by the standalone edition of Delta Green: Bonds and Motivations complement the sanity system (Itself based on the one used in Trail of Cthulhu), adaptation to SAN loss was included, Revelation works similarly to the "traumatic background" in Delta Green's character creation and a few new abilities were added, most prominently was the ability of "Agency" to represent the capability of the Player Character to manipulate their employing agency's (Such as the CIA, MACV-SOG or the Federal Bureau of Narcotics) resources in their investigations. History The setting was first introduced in 1992 in the seventh issue of The Unspeakable Oath, Pagan Publishing's Call of Cthulhu fanzine, in the scenario Convergence, which would be later republished in the first Delta Green sourcebook. The scenario introduced Delta