Transporter

Mechanics
You are immune to the control of a Witch.

Transport - normal behavior
You may choose two people to transport each night. All visitors to those targets will be swapped; anyone who attempts to visit either one of them will visit the other one instead. The order of selecting who to transport does not matter.
 * Both the people you transported will receive the message "You were transported to another location." at the end of the night.
 * Visitors, on the other hand, will not be informed that they hit the wrong target (although some, like killers, may be able to figure it out.)
 * Transporting a target with themself has no effect (unless a second transporter interferes, see below), but the target will receive the transport notification twice. Additionally, Lookouts will see the transporter visiting them twice.
 * If a is lynched, you may transport the guilt to another player, even if said player did not vote guilty on the Jester.
 * Bug: If the Jester lets the game select a target randomly, the Transporter cannot transport the guilt.
 * 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 themselves (e.g. killing, investigating, roleblocking). The first time you do this, you will get an Achievement.

Transport fails
Transporting is ineffective in the following situations:
 * You cannot switch a 's target. If they use a vest, it will always target themself. Any other visits to the Survivor will still be switched with your other target.
 * You cannot switch a 's target. If they are on alert, you will be shot. They will still be transported (meaning that anyone who was trying to visit your other target will die, while anyone who was trying to visit the Veteran will be saved.)
 * If you transport a who's forced to stay at home because they were roleblocked or didn't pick a target, then they will rampage at their new house. If they chose to stay at home by clicking themselves, then they will rampage at their original house, thus killing whoever they were transported with.
 * You cannot transport targets who are in jail. When you try, you will be notified that one of your targets was jailed. Your targets won't know you tried to transport them. However, a will still see you visit them, and a  rampaging at one of their houses will maul you.
 * You cannot transport targets who left the game before the night ends. (You will receive no transport message.)
 * Your transport cannot switch the following attacks:
 * If your target roleblocked a or  (during Full Moon), the killer will attack the roleblocker even if you transport them.
 * If your target visited the Veteran on alert, they will be shot even if you transport them.
 * If your target was doused by the, they can be incinerated even if you transport them, unless you transport the doused target with the Arsonist himself, in which case, the Arso would douse that target again.

Transport - interaction between 2 transporters

 * If two transporters select the same person, then the outcome will depend on the order in which the transporters appeared in the lobby, before the game started. Assume T1 and T2 are transporters, and T1 joined the lobby before T2. The game will process their targets' transportation thus:
 * T1 marks their left target for transportation;
 * If T1's right target is the same as T2's right target, then T2 marks their right target for transportation;
 * T1 swaps whoever they marked with their right target;
 * If T2 didn't mark anyone in step 2, then they mark whoever is at their right target's house;
 * T2 swaps whoever is at their left target's house with the person they marked.

Strategy
The Transporter can be a very powerful role, if they have the right information at hand. However, they can also be a chaotic one, messing up delicate balances.

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 is and who they'll target, swap one with the other so that the player attempting to kill your fellow Town member will target themselves.
 * In the later part of the game, you can play a risky route if there are obviously many killers and few town. In order to implement this strategy, you must have paid attention to who is likely to be a killing role and who they have targeted to kill. Oftentimes, the Mafia will target the most important town roles first; in this case, act like a Retributionist (or other important role) who doesn't know how to play the game, and transport yourself with possible mafia members. The Mafia will try and fail to kill the 'ret'. If the Mafia or Neutral Killing roles are killing randomly, make yourself a target (without violating TOS etiquette) by inciting confusion. Claim that {person name} is evil, claim multiple roles, be vague - since there are few town, there is little reason to vote you up - in addition, you may be the jester! The Mafia and Neutral Killing will often try to kill you simply to get you out of the way - transport yourself out of harm's way, and attempt to kill evil roles in the process. NOTE: If at any time the town regains control, reveal your role. The Transporter is easily proven and you can get targets which you have found to be Night Immune to be lynched.
 * 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.
 * If you're unsure who to transport, it's usually a good idea to transport yourself with someone who you suspect is evil or who seems unlikely to be attacked; you'll know with absolutely certainty that one half of the transportation is Town, and the other half may be evil, which means you might get the Mafia to attack itself.
 * Don't transport yourself with someone who is confirmed as evil unless you're sure there's no Vigilante, since this could easily get you shot.
 * One drawback to this is that it makes it somewhat harder for you to confirm, since you're only showing the transported message to one Town instead of two, and you're deliberately aiming for someone who might be evil.
 * Although it rarely comes up, the Transporter will win automatically via autoresolve one-on-one verses a Mafioso, rather than losing like you might expect; this is because the Transporter can transport themselves with the Mafioso indefinitely and the auto-resolve is designed to avoid stalemates. You can occasionally use this fact to your advantage; if there's only one Mafia member left and you've identified them, transporting yourself with them every night will ensure a Town victory, provided nobody else interferes.

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.
 * The Vigilante is very dangerous to you; if you've identified a role as evil, there's a good chance the Vigilante has, too. This means that if you transport a confirmed evil role with a Town member (or with yourself), you could accidentally cause the Vigilante to shoot an innocent person.
 * If it seems like an Escort has the Mafia killer pinned down, be cautious about transporting people, since you could accidentally transport the killer and free them to kill. This is not a danger if they're being jailed by the Jailor, since you are unable to transport someone who was jailed.

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 one of your targets is killed by the Mafia member, your other target probably isn't a Mafia member, since the Mafia can't attack its own members.
 * In all these cases a Witch could potentially have forced your target to attack themselves (or a Mafia member to hit a fellow Mafia member); however, it is fairly rare for these things to happen at the same time.
 * 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.
 * Obviously, don't transport them if there were no mafia kills last night, since they might be the Mafia killer and transporting them away from the Escort might be freeing them up to kill someone.
 * 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.
 * Always, always, always note down all your transports in your will. If you've been publicly revealed as a Transporter, consider revealing them every morning, too.  Generally speaking, the information is far more useful to the Town (who have many investigators and who can correct their information once they know who was transported with whom) than they are to evil roles (who have many killers, which can't be corrected after the fact.)
 * Similarly, it is extremely important for the Transporter to reveal as soon as it looks like one of your transports has put an innocent person under suspicion; this will not only absolve the innocent suspect, but direct the town to who they should target instead... and you can protect yourself, so you lose little by revealing. Failing to reveal in that situation can have catastrophic consequences, since not only will the innocent Town member get hung, but the Investigative who accused them will likely fall under suspicion.

When to reveal

 * A non-obvious advantage to the Transporter is that they can prove themselves as Town relatively easily, since transporting people produces so many messages (and no other role can produce the same messages); posting your will with a record of transportations is generally enough to get you confirmed. This ability to confirm yourself as Town whenever you want is very powerful; don't just wait until the last moment to use it.
 * In addition to being easy to confirm, you have the ability (unique among Town roles) to protect yourself indefinitely by transporting yourself. This further increases the advantage of revealing your role, since the Mafia will be unable to target you.  Transporters can take advantage of this to play whisper games, asking people for their roles and other information.  It does have the drawback that if you're defending yourself constantly, you won't be able to protect others; but you still can, it's just a matter of guessing what the Mafia will do.
 * Always reveal immediately when you suspect one of your transportations is getting an innocent Town member accused, or a possibly guilty one overlooked.
 * You should also consider revealing late in the game if there are already several confirmed Town; this will place more pressure on the Mafia and make it easier for Investigatives and Escorts to find them.