Castling

Castling is a perk found on page 69 of GURPS Psionic Powers.
Modifiers and Minimum Costs and Below the Minimum are related rules.
==etymology==
Though based on the chess move, it doesn't really move exactly like how it is described. In chess the King moves 2 spaces towards the rook and the rook moves on the opposite side of him.
If they are viewed to have "swapped spaces" it would be after having moved 1 step toward one another first. Moving 'through' each other, in a way.
==quotes==
Harald B suggested a "swap places" ability would be:
:Warp linked to an Affliction that Warps the other guy
==timing problem==
as an attack, Affliction will always cost 1 maneuver to use, even though Warp itself can be instantaneous. You always use the longer activaiton times when 2 advantages are linked.
This creates a problem when trying to castle as a defense, or even as a 'step'.
the way around this would be to make the Affliction an Aura.
This way you could turn on the linked aura simultaneously with the warp as a single 'free action' (though there don't appear to be penalties for linked free actions, so you might just ignore the enhancement cost altogether).
You can teleport directly onto (in contact with) your target, and then the aura would automatically effect them.
Anchored: "where I last teleported from" would make sense for the Affliction Aura.
"While using advantage: Warp -10%" would make sense if the aura could only be switched on (and stay on) during the turn you just teleported. Basically, it takes effect when you touch someone and then turns off again until you warp again.
This aura would be a touch-based Malediction 1 like RL Exoteleport's limited version.
No connection is really needed at all, you can just specify the same ranges. 1 yard range on both would make them cheaper.
They might possibly be defined as Alternative Abilities to lower costs.
===PK in 2010===
http://forums.sjgames.com/showpost.php?p=927077&postcount=6
we nerfed the holy hell out of it to justify the perk-ness of it.
*Willing target only.
*No barrier between you.
*Must be adjacent (next hex or within one yard).
*Costs 1 FP to use
**In game effect it ends up being more like a unique form of Extra Effort in combat --
**one that lets you and your friend step "through each other" when that would be tactically useful.
==consent==
"Willing target only" is something which can be done by giving Malediction to Affliction. Powers established that it is possible to willingly consent to (not resist) Maledictions.
Due to this, it is possible to get discounts from other things such as Easily Resisted and Increased Immunity. Maxing these out caters to non-resisted abilities. PU8 discusses both. Pg 13 Using the cap of 4 or 6 levels (5 per) results in -20% of -30% at best from ER. Pg 14 for II has 4 possible levels (-10% each) maxing out at -40%. This means the combined total is -60 or -70. Glamour (PU8p13) can go even further but only applies to advantages that change perception.
Only on consenting foes should be worth more than the combined value of ER. Not necessarily II because the penalty to use the ability in theory applies to consenting foes if they had resisted you in the past.
==no barrier==
Can’t teleport through people or obstacles is listed as an Accessibility for Warp for the Watcher, but no value is actually assigned to the limitation there.
H20's Only places you could walk/climb to, given time is different but worth comparing.
Given that Warp functions something akin to a Malediction (these avoid a barriers) the Weaponized limitation could be appropriate to examine. This effectively lets you warp past DR (walls) like Maledictions too.
Replacing a Quick Contest (activation roll v resist) with to-hit roll and resist (separate, non-interacting) is what this does.
Warp is not a resisted ability but it COULD be (though it would be kind of unclear who would actually roll the resistance, perhaps passengers? Extra Carrying Capacity allows passengers. Replacing a contest with a 1-sided resistance roll is sort of standard for what it does. This usually makes it easier to resist...
==fatigue==
That's just -5% no big deal
==adjacent==
That's just max range 10 yards (-50) reduced further
You're still looking at Link+10% affliction (10 min 2) and warp (100 min 20)
HOWEVER: one might look at this as 2 linked afflictions: hitting yourself AND the target. This would be much cheaper.
It might even be a "Rapid Fire" shot of Affliction, "Spraying" yourself and your target.
Category:Perks