Cost: 100 points/level
Altered Time Rate (sometimes nicknamed Accelerated Time Rate or Increased Time Rate) is a mental, exotic, advantage, described in Basic Set, pp. 38-39, and referenced in GURPS Martial Arts™, p. 42, on its very cinematic nature and alternatives to it, and in GURPS Powers™, pp. 41-42, on its suitability for speedsters and fast robots.
"you can convince your GM to let you use Abilities at Default (and substitute ATR for several levels of Enhanced Dodge). Yes, this will cost you some FP, but at high levels of ATR, the Dodge bonus will be really impressive."
- On its immense power 
- On it being the only way to get extra maneuvers, apart from spell effects that emulate it 
- On the importance of adhering to the trait description, not the name 
- ATR is "body", ETS is "mind" 
- On its use for actions, not reactions 
- On game balance influencing what it allows a character to do 
- On its effect on a character's next defense , 
- On its usefulness for Perception rolls 
- On why feints are disallowed 
- On its necessity for a speedster character 
- On it optionally affecting carried objects 
- Altered Time Rate (Accessibility, Only to take All-Out Defense following your normal turn, -40%) . Which, I'll note, is comparable to Defense Bonus 2 . As a special effect, you would get the benefits of AOD even if someone interrupted your "normal" turn with a Wait -- but as a compensating drawback, you wouldn't get any benefit from this trait on a turn in which you made an All-Out Attack.