Zero-time transient ability

A zero-time transient ability (or 0TTA for short) is a phrase used on page 154 of GURPS Powers.
==Examples==
The only named example is Rapier Wit though it likely applies to other cases like the free attack given by Spines.
Outside of advantages, the rule for Dissipating Held Melee and Missile Spells rule appears to operate this way as well, since "You can do this as a free action at any point during your turn"
*presumably Canceling Spells on M10 operates the same way (except it costs 1 energy for other spells that have durations)
==the Reduction dilemma==
There is a note about it applying to attacks w/ Reduced Time but that might requires Cheating enhancements since it violates the standard rules on what RT can be applied to.
==Differences==
What sets zero-time TRANSIENT abilities apart from zero-time SWITCHABLE abilities, is that 0TSAs can only be activated at the START of a user's term, whereas the transient abilities can be activated any time DURING a person's turn. For example:
*someone with reduced-time Insubstantiality can turn insubstantial and punch a ghost, but they can't punch a person then turn insubstantial - they need to wait until the start of their next turn
*someone with Rapier Wit can punch a human and THEN user rapier wit on them, they aren't obligated to user rapier wit prior to the punch
==Exception==
An exception to this policy (allowing zero-time switchable abilities to be used during an opponent's turn, instead of the start of one's own) would be if using a Power Dodge. It's unclear if this allows a 2nd use of a 'free action' ability in the same turn, or if it requires not having already used it as a free action at the start.
category:rules