Travel
Night/Day action
The player has 2 phases, to be used at any point in the game they wish, that they may travel. In order to travel, the player must send the travel request to the GM the phase they want to be gone (so if you wanted to be gone N2, you'd send in your travel request N2). The player will receive 1 new Travel voucher on D4, and again on D8 should the game last that long.
While you're out of the country, you can't use your actions and actions can't be used on you. I'm wavering on it being discombob'able (A player who sends in travel on N2 and is discombob'd, can't travel) and frightenable (a player frightened N2 will have a travel action fail D2). I kinda think it...probably should be able to be stopped? But I'm open to discussion.
I also personally think arrest (though not pinch/HS/detain) and maybe even APTX should still work; I think it would be better if it was a get-out-of-kill/get-out-of-lynch rather than blanket immunity, especially since it's such a strong proving tool. But if we end up having it be discombob/frightenable, I wouldn't be so reluctant to let APTX fail, so, again, open to discussion.
The roles that would have it are Makoto (if we keep him), Hakuba, and (my idea) Sherry, since she's spent time abroad. I had thought about Haibara having it too, but 2-3 possible roles with this is probably enough

Full disclosure: This is to make GMing easier on me, because I always, always, always mess up travel and I hate dealing with it; I like the idea of a hinder-like ability and I think it'd be a cool thing for Sherry to have, but the hassle outweighs the benefit to me right now. So even if it's not exactly like I stated above, I'll be happy if it's simpler at all.