Dear bluedoom,
You are Tariff.
I’ve actually never read such a derogatory Wikipedia article in my life, this is so funny. Wikipedia is of course correct that tariffs are terrible for the economy, but that’s not why they’re a thing. Tariffs are a social policy designed to control people into participating in behaviours that are altogether harmful to themselves but good for the state. Like a sin tax, where the sin is not being nationalistic enough, and as with any sin tax this will on paper shift the social attitudes of the nation against the sin in question. The more expensive something is, the less that the poor masses are able to interface with it. Eventually people will decide their own nation’s industry is “just better” with no greater critical thought required, and enjoy their doomspiral into poverty with a renewed vigour arisen by their shared suffering. That’s the hope, anyway, and historically has both worked and failed to significant degrees.
[Passive 1: Public Opinion]
It’s difficult for a capitalist state, particularly a nationalistic one. Convincing people you’re helping them is much harder when you’re not helping them. It doesn’t seem to stop you from trying, you’re just gonna have to invest extra time and resources into getting people on-side. Fortunately, whenever you get a convert, they tend to do some of the rest of the work for you, getting others to buy into their stupidity. Or I guess when enough people buy into it it stops being stupidity and becomes “common sense”.
You begin the game with one charge of Active 1: Propagandise. After its first use it will permanently lock, only unlocking should no remaining alive players be propagandised. The most recently propagandised player will be the carrier of any uses of Active 2: This Is Cool This Seems Like A Great Idea, as they are happy to lend themselves to your cause. You will receive the name of the most recently propagandised player, and therefore the carrier of the ability, at the beginning of each night. If a player has been propagandised for the second time this game they are subsumed deeper into your ideology, and instead will have to carry Active 3: Civic Enforcement. Whenever someone is propagandised for a third time or more, you will be forced to use Active 4: Total Devotion. You giving the order to whoever the most recently propagandised player is doesn’t count as an action, and so therefore any role interactions affecting one of your Active abilities would need to target the propagandised player and not yourself for it to have an effect.
[Active 1: Propagandise]
Propaganda is biased, ideological media intended to influence or persuade people towards furthering a pre-determined agenda. For example, Smogon is a propaganda machine for Pokémon, convincing hundreds of thousands of people that it’s not actually an easy baby kid’s game for kids. Once someone has been subjected to enough propaganda that their views actually change, you might describe them as propagandised, and therefore willing to act on behalf of the agenda they’ve been propagandised into.
At night, you may target a player with “Night X - Pay Millions to Tech Companies to Feed Your Content to [PLAYER1]”. PLAYER1 will love your content, receiving one more level of being propagandised, and excited to both act on your behalf, and spread the gospel further. Propagandised players will not be informed that they are propagandised, but will receive a message the day after they have been propagandised that reads “You also must target a(n additional) player today, for reasons you do not know. Target them with “Night X - idfk [PLAYER1]” If you do not target a player today your target will be determined randomly.”. While they do not know what it does, the effect of this action is the same as Active 1: Propagandise, and PLAYER1 will receive one more level of being propagandised. They may target you with this, and if you are propagandised the usual rules of your role applies.
[Active 2: This Is Cool This Seems Like A Great Idea]
Who likes carrots? No? OK fine it’s 2025, it’s a fake carrot made of gelatine and sugar that tastes like diabetes. Ayy, now you’re on board, this nation’s awesome ain’t it? As with any ideology, on the surface level it seems like a really good idea to participate in this project. So this ability’s pretty nifty, actually. It’s healthcare! People love healthcare! Let’s hope people only engage with your ideology this far.
At night, you may target a player with “Night X - Give Healthcare To [PLAYER1]”. The most recently propagandised player will target PLAYER1, protecting PLAYER1 from any abilities that would result in their death that night, with the SUPERIOR, HIGH QUALITY medicine of, y’know, your nation. Not any of that foreign shit, which is obviously worse. Obviously.
[Active 3: Civic Enforcement]
[LOCKED]. This ability will unlock should your most recent propgandised player be on propagandisation level 2.
[Active 4: Total Devotion]
[LOCKED]. This ability will unlock should your most recent propagandised player be on propagandisation level 3 or above.
You are Mafia. You win if there are the same number of mafia remaining as town, or more.