Transporter

The Transporter is obsessed with inventions, gears, oil, and springs. His nights are whittled away by fantastical ideas and what-ifs, has-beens and will-bes. Experiments involving carriages and hot air balloons produce steam powered chariots, which he forces upon prospect customers. Lamps hang from rotting wooden posts strewn across the village, interlinked by a web of wires that wrap around every doorframe and gutter. He often mumbles to himself as he passes by the bakery, drawing attention from the local Investigators and Consiglieres. What could this good citizen of Salem be planning for the innocent baker? When they discover his identity as a Transporter, they may think that he's the pyromaniac who lit up City Hall, or perhaps their investigations will go awry and he will be revealed as a Witch - who better to burn at the Salem stake than a sorcerer who thickens the air with a filmy black smog? But there's always a chance that he will continue to evade capture by riding in his unique chariot, yet will leave behind a trail of bodies, Mafia, Jester, and Town alike.

Stats
Role Name: Transporter (TP/TPer/Trans)

Alignment: Town Support

Abilities: Choose two people to transport at night.

Attributes:


 * Transporting two people swaps all targets against them.


 * You may transport yourself.


 * Your targets will know they were transported.

Goal: Lynch every criminal and evildoer.

Special Attributes: Roleblock Immunity

Notes:
 * Whoever is transported will receive the message "You were transported to another location." at the end of the night.
 * Transporting is ineffective in the following situations:
 * You cannot prevent a Survivor or Veteran from visiting themself, i.e. using a vest or an alert. If either of your targets is a Veteran who is on alert, you will also be shot.
 * You cannot transport targets who are in jail. When you try, you will be notified that one of your targets was jailed.
 * You cannot transport targets who left the game before the night ends. (You will receive no transport message.)
 * If a roleblocker visits the Serial Killer or Werewolf (during Full Moon), the killer will attack the roleblocker even if you transport them.
 * If one of your targets is a Veteran on alert, your other target will also die to the Veteran, as well as you.
 * If your transport causes a target to visit themself:
 * Roles that can target themselves normally will use their personal action (e.g. Bodyguard using vest, Arsonist igniting anyone who is doused).
 * Roles that cannot target themselves normally will use their night ability on themself (e.g. killing, investigating, roleblocking).
 * You are immune to the control of a Witch.
 * Transporting a target with themself has no effect, but the target will receive the transport notification twice. Additionally, Lookouts will be able to see someone visiting the person being transported twice.

Actions
Sun Icon: N/A

No night action: Nothing

Target Other: Choose to transport your target.

Secondary Target: Choose to transport your first target with your second target.

Target Self: Choose yourself to transport yourself with another target.

Strategy
The Transporter can be a very powerful role, if they have the right information at hand.

Who to transport

 * During the second half of a game, you should be able to identify which players the Mafia or Serial Killer will target, such as a Mayor or Jailor. Transporting valuable roles could save lives. If you have a decent idea of who the opposition are and who they'll target, swap one with the other so that the player attempting to kill your fellow Town member will target themselves.
 * Transporting yourself with a killer except for the Werewolf will make them unable to kill you, since they cannot target themselves.
 * Arguing and fighting is pretty common in heated Town of Salem games. Consider transporting both sides of an argument with each other. It is pretty common that one or the other actually is a killer, so your chances of getting a self-attack is pretty good. The only problem with this strategy is the Vigilante and the Veteran.
 * You can transport the effects of guilt from a Jester. This can really help late in the game. Tell everyone not to vote for a Jester and then transport the guilt to a suspected evil role.
 * You can stop an Arsonist from incinerating their targets. If the Arsonist is transported with another target, they will not incinerate but instead douse this target. (However, if the Arsonist attempts to douse that target, they will incinerate everyone instead.)
 * If there is an accused or proven Mafia or Neutral killing role, and a Mafia member, you can transport the killer to the Mafia member, and remember: the Godfather can kill their own Mafia members!
 * If someone claims Survivor (regardless of credibility), you can transport yourself with the claimed Survivor so he/she will act as your human shield. The risk is that he/she may become a target of Vigilante and you may get shot in his/her place. When the claimed Survivor complains about being transported the next day, stop repeating the action in the following night because any evil killer may target him/her to get rid of you.
 * If you know someone of high suspicion, after the claimed Survivor complains of being transported, swap him/her with that suspicious target, hopefully the latter will be targeted by any evil killer instead.
 * When a Mayor ask for you to whisper your role to him, tell him that he is transport and you will transport him with a suspect or possibly a Survivor. Also tell him to whisper to his Bodyguard to protect the suspect or Survivor. This will mean that evil role will attack a suspect or Survivor. (It may be wise to tell the Survivor to use his vest to protect themselves).

Who not to transport

 * In the first few days of a game, it might be best to avoid transporting people, especially in Classic mode where the Town heavily outnumbers the Mafia and Serial Killer. Use this time to gather information about who you should focus on later.
 * A good tactic is to transport the same person twice, so the town knows a Transporter role exists
 * Avoid transporting targets that the Investigator will investigate as this will create confusion.
 * Make certain to be wary of the Veteran. If you attempt to transport him while he is on alert, you will be shot. Additionally, everyone who visited your other target will visit the Veteran instead and vice-versa.

Gathering information
Take notes in your will when you witness certain things at night:
 * If one of your targets was jailed, you will receive a message and the transport will fail. If the Jailor's will is lacking, your information can help.
 * If one of your targets is killed, you can be fairly sure your other target is not the culprit, since no killer can attack themself. (Except the Werewolf, but if you transported the Werewolf's target, you would die.)
 * If your target was doused, your other target could have been an Arsonist trying to ignite (i.e. targeting themself).
 * If someone claims to be roleblocked or controlled every night, try transporting yourself with them. You will become the target instead of them. Since you are immune to both roleblocks and controls, you will know what would have happened to your target without being affected yourself.
 * Pay attention to who responds to a transport by complaining, and who remains silent. Evil roles are more likely to remain silent, both to avoid calling attention to themselves and because they would want Sheriffs who investigated them to believe any altered reading they got; conversely, innocent roles are more likely to announce having been transported to avoid being mistaken for an evil role they were swapped with.