Games and Fiction

In Delta Green, the cosmic horror of the Cthulhu Mythos meets modern-day technothriller conspiracy. Delta Green postulates a secret group of men and women dedicated to investigating and neutralizing inhuman and supernatural horrors, misappropriating the resources of the U.S. government to wage a war that they must at all costs keep hidden.

Originally a unit of the Office of Strategic Services (the forerunner of the Central Intelligence Agency), Delta Green continued as a project of the National Security Council after the OSS shut down. Delta Green was officially disbanded and its activities made patently illegal after a disastrous operation in 1969. But its members carried on. For three decades they acted without the cover of authority, a criminal conspiracy to confront the horrors that threaten mankind.

During the  Global War on Terror, Delta Green was reactivated as a tightly-restricted black project. A handful of control officers are authorized to form task forces of agents drawn from across the executive branch: FBI agents, special forces operators, CIA officers, civilian contractors, and more.

Only individuals within Delta Green are allowed to know what its operations are for. Of course, some officials who lack  clearance still expect hints — especially when their agents vanish on Delta Green operations and never return. They are allowed by winks and nods to understand that it’s a high-level counterterrorism program. It is not. Delta Green agents fight, conceal, and collect intelligence on things that man was not meant to know.

Since the program was reactivated, Delta Green agents have access to more official resources and contacts than ever. But they are subject to greater risks of scrutiny — and therefore the risk (some say the certainty) of their  discoveries and operations being put to, let’s say, unanticipated use. As the old saying goes, be careful what you wish for.

Recognizing that risk, many agents and operatives from the old days refused to come in from the cold. Those outsiders continue their crusade in secrecy, without oversight and without sanction, willing to break every law and moral code to fight horrors that nobody can comprehend.


  • Agent’s Handbook, complete rules for creating Agents and playing the game — pdf | hardback
  • Need to Know, quickstart rules with demo scenario (“Last Things Last”) and pregenerated characters — pdf
  • Need to Know with the Handler’s screen: downloadable panels with art and key game data — pdf | print
  • “Briefing Documents,” quick reference sheets for the table — pdf
  • “Professions,” a short, categorized index of Agent’s Handbook occupations — pdf
  • “Reverberations,” an introductory scenario for new players and Agents — pdf
  • Future/Perfect, Part 1, an introductory investigation of murders in Death Valley — pdf
  • “Kali Ghati,” a scenario featuring terrors in Afghantistan — pdf
  • “Lover in the Ice,” a horrific scenario customized for Delta Green — pdf
  • “Observer Effect,” in which physicists look too closely at the nature of reality — pdf
  • “The Star Chamber,” a scenario of conflicting narratives of terror — pdf
  • “Alphonse’s Axioms for Agents,” a handout for your players — pdf
  • Form-fillable character sheet — pdf
  • Printer-friendly character sheet — pdf
  • Much, much more at Backerkit and coming soon


  • “Final Report” (1994) — web
  • “My Father’s Son” (1997) — web
  • “An Item of Mutual Interest” (1997) — web
  • “Drowning in Sand” (1997) — audio
  • “Intelligences” (2011) — web | audio
  • “Punching” (2011) — web | audio
  • “Philosophy” (2011) — web | audio
  • “The Thing in the Pit” (2013) — audio


  • “Call of Duty” (1997) — pdf
  • “PX Poker Night” (1997) — pdf
  • “A Victim of the Art” (1999) — pdf
  • “Night Floors” (1999) — pdf
  • “Music From a Darkened Room” (2005) — pdf
  • Future/Perfect parts 1-3 (2005) — pdf
  • Future/Perfect part 4 (2007) — pdf
  • “The Last Equation” (2011) — pdf




  • The Unspeakable Oath 7 (1992) — paperback
  • The Unspeakable Oath 14/15 (1997) — paperback
  • Shadis 52 (1998)
  • The Unspeakable Oath 16/17 (2001) — paperback
  • Cthulhu Live: Delta Green (2001) — paperback
  • The Black Seal 1 (2002) — pdf
  • The Black Seal 2 (2003) — pdf
  • The Black Seal 3 (2004) — pdf
  • Machine Tractor Station Kharkov-37 (2004) — paperback | pdf
  • Worlds of Cthulhu 1 (2004) — paperback
  • Worlds of Cthulhu 2 (2005) — paperback
  • Worlds of Cthulhu 3 (2005) — paperback
  • Worlds of Cthulhu 4 (2006) — paperback
  • Dubious Shards (2006) — pdf
  • Worlds of Cthulhu 5 (2007) — paperback
  • Worlds of Cthulhu 6 (2009) — paperback
  • The Unspeakable Oath 18 (2010) — paperback | pdf | kindle
  • The Unspeakable Oath 19 (2011) — paperback | pdf | kindle
  • The Unspeakable Oath 20 (2011) — paperback | pdf | kindle
  • The Unspeakable Oath 21 (2012) — paperback | pdf
  • The Unspeakable Oath 22 (2013) — paperback | pdf
  • The Unspeakable Oath 23 (2013) — paperback | pdf
  • The Unspeakable Oath 24 (2014) — paperback | pdf


Delta Green began as a setting for Call of Cthulhu, the popular horror roleplaying game published by Chaosium, Inc. Call of Cthulhu is a game about mystery, discovery, and horror, in which ordinary men and women slowly unravel terrible mysteries about the utterly alien powers at work in the universe. Based on the writings of Jazz-era author H.P. Lovecraft and the many authors who wrote stories based on his Cthulhu MythosCall of Cthulhu is typically set in the 1920s. Its scenarios have always been written with a small group of investigators, largely without organization or resources, in mind. Delta Green brings the Cthulhu Mythos, and the men and women who encounter it, squarely into the modern day.

First conceived by John Tynes (now John Scott Tynes) in a 1992 issue of the acclaimed gaming magazine The Unspeakable OathDelta Green was published as an Origins Award-winning sourcebook in 1997, written by Tynes, Adam Scott Glancy, and Dennis Detwiller. They followed it with an Origins Award-winning sequel, Delta Green: Countdown, in 1999. Shane Ivey joined Glancy and Detwiller to produce the Origins Award finalist Delta Green: Eyes Only in 2007. Kenneth Hite and Greg Stolze joined Detwiller, Glancy, and Ivey to create the Ennie Award-winning Delta Green: Targets of Opportunity in 2010. There have been several books of fiction, including the Origins Award-winning Delta Green: The Rules of Engagement.

Delta Green and Delta Green: Countdown have been among the highest-rated RPG book of all time on RPG.net since RPG.net launched its ratings index in 2006. On RPGGeek.com, Delta Green is the #1 ranked RPG item, Countown is #5, Eyes Only is #75, and Targets of Opportunity is #434 out of 7,086 ranked products.

A standalone Delta Green roleplaying game is in development, written by Dennis Detwiller, Adam Scott Glancy, Kenneth Hite, Shane Ivey, Greg Stolze, and others, and edited by Ivey, Hite, and John Scott Tynes. The first volume, Delta Green: Agent’s Handbook, was published in 2016.