Transporter

Mechanics
You are immune to the control of a.

If multiple Transporters select the same target, the Transporter who joined the lobby first will be the one to transport their target.

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 because their selected target wasn't killed.)
 * If a is lynched, you may transport the guilt to another player, even if said player did not vote guilty on the.
 * Bug: If the lets the game select a target randomly, the  cannot transport the guilt.
 * If your transport causes a target to visit themselves:
 * Roles that can target themselves normally will use their personal action (e.g. using vest,  using vest, and  igniting anyone who is doused).
 * Roles that cannot target themselves normally will use their night ability on themselves (e.g. killing, investigating, role blocking). 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 bulletproof vest, it will always target themself. Any other visits to the will still be switched with your other target.
 * You cannot switch the same person with themself.
 * 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 will be saved.)
 * If you transport a who's forced to stay at home because they were role blocked 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, but 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.)
 * You cannot transport the guilt from a who shot a . The  will still commit suicide. However, you may transport the 's target the night before.
 * Your transport cannot switch the following attacks:
 * If your target role blocked a or  (during Full Moon), the killer will attack the role blocker even if you transport them.
 * If your target visited the 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 himself, in which case, the , would douse that target again.

Transport - interaction between 2 transporters
As of Version 1.5.10, Transporters may not select one player as both targets for their transport. The action will not go through and the Transporter will see the following message: "You cannot transport someone with themselves. Please make another selection."
 * 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, as long as 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 or  will target, such as a  or . 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  member will target themselves. They will only kill themselves if they are either a  or a, though.
 * In the later part of the game, you can play a risky route if there are obviously many killers and few . 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. Often, the will target the most important  roles first; in this case, act like a  (or other important role) who doesn't know how to play the game, and transport yourself with possible members of the . The  will try and fail to kill the ''. If the  or  roles are killing randomly, make yourself a target (without violating the Town of Salem etiquette) by inciting confusion. Claim that {person name} is evil, claim multiple roles, be vague - since there are few, there is little reason to vote you up - in addition, you may be the ! The  and  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  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 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 and the.
 * You can transport the effects of guilt from a . This can really help late in the game. Tell everyone not to vote for a and then transport the guilt to a suspected evil role.
 * You can stop an from incinerating their targets. If the  is transported with another target, they will not incinerate but instead douse this target. (However, if the  attempts to douse that target, they will incinerate everyone instead.)
 * If there is an accused or proven or  role, and a member of the, you can transport the killer to the member of the , and remember: the  can kill their own members of the !
 * If someone claims to be a (regardless of credibility), you can transport yourself with the claimed  so he/she will act as your human shield. The risk is that he/she may become a target of  and you may get shot in his/her place. When said person 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 said person 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 a, and the other half may be evil, which means you might get the to attack themeselves.
 * Don't transport yourself with someone who is confirmed as evil unless you're sure there's no, 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 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 versus a, rather than losing like you might expect; this is because the Transporter can transport themselves with the indefinitely and only one member of the  left and you've identified them, transporting yourself with them every night will ensure  wins, provided nobody else interferes.
 * A potential strategy is to claim Transporter Day 1 and transport yourself with others. This way, you produce a confirmed easily and you may then demand roles. Keep in mind, however, this will make you a target later on as you have to transport more important players instead of yourself. (However, players may not believe your claim immediately. In this case, be patient. At least you have a confirmed .)

Who not to transport

 * In the first few days of a game, it might be best to avoid transporting people, especially in Classic where the heavily outnumbers the  and . Use this time to gather information about who you should focus on later.
 * Even though transporting early can help confirm that there is an Transporter in existence, you should wait on confirming yourself until you know people's roles. Random transporting can mess up with the, especially the.


 * Avoid transporting targets that the will investigate as this will create confusion.
 * Make certain to be wary of the . 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 instead and vice-versa.
 * The is very dangerous to you; if you've identified a role as evil, there's a good chance the  has, too. This means that if you transport a confirmed evil role with a  (or with yourself), you could accidentally cause the  to shoot an innocent person.
 * In particular, if you suspect the has a, you may want to avoid transporting yourself with someone who was almost lynched the night after the lynch failed;  often take a risk and shoot people who seemed hard to lynch in hopes of identifying the entire  based on the people who failed to vote for them.
 * If it seems like an has the  role 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, since you are unable to transport someone who was jailed.

Gathering information
Take notes in your Last 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 's Last 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, but if you transported the 's target, you would die.)
 * If your target was doused, your other target could have been an trying to ignite (i.e. targeting themself).
 * If one of your targets is killed by the, your other target probably isn't a member of the , since the can't attack their own members.
 * In all these cases a could potentially have forced your target to attack themselves (or a member of the  to hit a fellow member of the ); however, it is fairly rare for these things to happen at the same time.
 * If someone claims to be role blocked or controlled every night, try transporting yourself with them. You will become the target instead of them. Since you are immune to both role blocks 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 kills by the last night, since they might be the  role and transporting them away from the  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 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 Last 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 (who have many  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 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  get hung, but the  role 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 a relatively easily, since transporting people produces so many messages (and no other role can produce the same messages); posting your Last Will with a record of your transportations is generally enough to get you confirmed. The ability to confirm yourself as a  whenever you want is very powerful; but don't just wait until the last moment to use it.
 * In addition to being easy to confirm, you have the ability (unique among other roles) to protect yourself indefinitely by transporting yourself. This further increases the advantage of revealing your role, since the  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  will do.
 * Always reveal immediately when you suspect one of your transportations is getting an innocent accused, or a possible guilty one overlooked.
 * You should also consider revealing late in the game if there are already several confirmed ; this will place more pressure on the and make it easier for  and  to find them.

Trivia

 * Prior to Version 1.5.10, a Transporter could transport someone twice, giving them 2 transport messages, and for sure confirming the existence of a Transporter and sometime even allowing someone to confirm themselves.
 * The Transporter used to be a role, but was later changed in April of 2014.