Covert operations are managed through the Mission System within the Sengoku Application.
Players may use the Mission System either to create missions or to assign agents to maintain local networks within specific Locations. Missions are usually created by selecting a character or Location, choosing a mission type, assigning one or more agents, selecting a target, and committing any additional resources to the operation.
Many missions require significant investment in rice, ryo, political influence, or other resources. This represents the cost of maintaining clandestine networks, bribing officials, transporting information, recruiting informants, and organizing covert activity across Japan.
Once submitted, a mission becomes a pending event visible to Intelligence Control. Intelligence Control reviews the mission, applies any relevant modifiers or context, and resolves the operation through the Mission System.
Missions may generally be submitted at any point during a turn unless otherwise specified.
Intelligence Control oversees the resolution of covert activity throughout the game.
The Mission System provides the basic structure for resolving operations, but Intelligence Control applies context. This may include adjusting modifiers, resolving conflicts between missions, interpreting unusual situations, arbitrating ongoing effects, and managing the political consequences of covert activity.
Players may consult Intelligence Control for mission clarification, modifiers, local networks, counterintelligence, unusual operations, or disputes involving covert actions.
Some operations may also require direct arbitration or roleplay resolution by Intelligence Control before their effects fully take place.
Most missions resolve across three connected axes:Â
Did the operation remain hidden?
Covert determines whether a mission was:
concealed,
partially discovered,
exposed,
or completely compromised.
The result of the Covert roll may influence both the Outcome and Safety rolls that follow.
Exposure may result in:
political embarrassment,
Honor loss,
retaliation,
diplomatic consequences,
Did the mission achieve its intended objective?
Outcome determines whether the desired effect occurs within the game world.
The result of the Outcome roll may influence the later Safety roll.
What happened to the agents involved?
Safety determines whether participating agents:
return safely,
are injured,
are captured,
disappear,
are killed,
or otherwise suffer consequences.
Some missions are considerably more dangerous than others.
Networks represent long-term covert infrastructure operating within a Location.
Networks may consist of:
informants,
safe houses,
smugglers,
corrupt officials,
local sympathizers,
religious contacts,
or other clandestine support systems.
Multiple Networks may exist at the same Location, including those belonging to rival factions.
Networks are not publicly visible by default and must often be discovered through Counterintelligence operations.
The two primary Network types are:
Intelligence Networks
Smuggling Networks
Covert operations are rarely without political risk. Even when an operation technically succeeds, discovery or suspicion may create major consequences.
Actions such as:
sabotage,
smuggling,
inciting revolt,
espionage,
or assassination
may provoke retaliation, damage diplomatic relations, reduce Honor, or provide justification for military action.
In many cases, secrecy and deniability are just as important as success itself.
A successful mission and knowledge of that mission are not always the same thing.
Agents may:
be killed,
captured,
disappear,
lose contact,
or fail to return.
In such cases, the mission may still affect the world even if the acting clan never learns the true result.
Possible outcomes include:
full report,
partial report,
delayed information,
loss of contact,
or complete uncertainty.
The world may know what happened even when the acting clan does not.
This distinction is intentional and represents the uncertainty of covert operations.
The following mission types are currently supported by the Mission System and have meaningful effects upon the game world.
Additional faction-specific missions, hidden systems, and custom operations may exist.
Mission types without implemented downstream effects are intentionally hidden from players and should instead be represented through Custom Missions adjudicated by Intelligence Control.
Attempts to establish an Intelligence Network within a Location.
An Intelligence Network represents:
informants,
bribed officials,
safe houses,
local sympathizers,
scouts,
and other covert infrastructure.
Successful missions create an active Intelligence Network at the target Location.
Intelligence Networks may:
improve future missions,
assist Counterintelligence,
increase local information gathering,
and support future covert operations.
A Location may contain multiple networks belonging to different factions. Networks are not publicly visible by default.
Attempts to establish a Smuggling Network within a Location.
Smuggling Networks represent:
hidden trade routes,
corrupt merchants,
tax evasion,
black markets,
and clandestine movement of goods and wealth.
Successful missions create a Smuggling Network which may siphon resources from taxation occurring at the Location.
Smuggling is one of the primary forms of covert economic warfare in Sengoku.
Attempts to discover, expose, disrupt, or remove hostile covert infrastructure.
Counterintelligence operations target:
Intelligence Networks,
Smuggling Networks,
and other hostile covert assets operating within a Location.
Successful Counterintelligence operations may:
reveal hidden networks,
remove hostile infrastructure,
weaken enemy influence,
or improve local security.
Counterintelligence is the primary defensive counterpart to espionage and smuggling.
Attempts to destabilize a Location through agitation, unrest, political manipulation, religious influence, or covert interference.
Successful missions:
increase Instability,
may trigger Rebellion Shock,
and increase the likelihood of future rebellion.
Exceptional success may create even greater instability and accelerate the collapse of local authority.
Failed attempts may instead strengthen local stability and reduce unrest.
Attempts to restore stability through mediation, relief efforts, local influence, political concessions, or religious authority.
Successful missions:
reduce Instability,
improve local order,
and help prevent rebellion.
Exceptional success may significantly improve local stability.
Failure may worsen tensions and contribute to future unrest or rebellion.
Attempts to damage infrastructure, disrupt operations, or destroy important facilities.
Sabotage may target:
economic infrastructure,
administrative buildings,
military facilities,
transportation networks,
or other strategic assets.
Successful missions may:
damage Buildings,
raze infrastructure,
disrupt local administration,
or reduce a Location's effectiveness.
Sabotage shares many of its downstream effects with military Raids, representing the covert counterpart to open destruction.
Attempts to eliminate, injure, capture, or otherwise neutralize an important individual.
Assassination is intentionally difficult and heavily controlled.
Successful assassination attempts do not automatically kill a character. Instead, they generate consequences that are adjudicated through Intelligence Control and any associated assassination workflow.
Assassination is one of the riskiest forms of covert action and carries severe political consequences if exposed.
Not all covert activity fits neatly into a predefined category.
Players may propose custom missions representing unusual plans, special operations, or unique political schemes.
Examples may include:
theft of correspondence,
smuggling specific individuals,
infiltration of organizations,
propaganda campaigns,
covert negotiations,
or other operations proposed by players.
Custom Missions are resolved by Intelligence Control and are limited by plausibility, available resources, and the realities of the game world.
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