Takes Extra Time

B115, each level doubles activation time cumulatively, so in essence you multiply time by 2 to the power of TET level.
==Exponents==
For attacks, it adds 2^(L-1) readies before. That's 1/2/4/8 seconds of readies for TET 1-4.
For things already taking a ready/concentrate it takes 2^L maneuvers now.
Writeups usually round higher numbers to 15-second multiples for convenience resulting in LESS prep, after 2/4/8 it goes 15/30/60 not 16/32/64 seconds.
So for attacks, that's 15/30/60 seconds of readies for TET 5-7, then 2/4/8 minutes of readies for TET 8/9/10.
==Distance penalties over time==
PP51 Steal Energy notes "if the subject moved, use the worst distance penalty in that time frame" when applying Takes Extra Time to ranged Leech.
==Readies are like Concentrates==
P106 clarified this:
:When Takes Extra Time results in more than one second of Ready to use an ability, it is possible to interrupt the user, just as if he were concentrating (see p. B366).
==balance vs Always On==
TET is probably balanced with transient attack abilities, where it automatically turns off and the cost must be paid repeatedly for ongoing usage.
This is less the case with switchable abilities because in theory you could just leave them on indefinitely to avoid needing to pay the prep times.
For example with B262's Body of Fire template, if you took "Takes Extra Time 4" it would be worth the same -40% as Always On is, even though it is clearly more versatile (you could leave it always-on like a fire elemental, or you could spend 1x2x2x2=8 seconds to switch it off, if the needs dictated.
This is a problem with Immediate Preparation Required too. Requiring 8 cumulative hours of concentrate maneuvers to switch something on or off is EXTREME (which is why this is worth -90%, it goes beyond the -80% minimum and probably assumes you'll pay for enhancements with the excess) but it's still BETTER than "can't turn off at all".
Always On needs some kind of benefit to make it a compete with abilities that take a long time to switch on or off.
===bad solution===
apply the 1FP/h in Chinese Elemental Powers to all switchable abilities
*an obligatory 0% limitation
problem: you could just take Reduced Fatigue Cost to eliminate that, so it's at best making Not-Always-On auras more expensive, but TET6-60%+RFC1-20% is still a net -40% tying Always On for Burning Attack (Aura) so it does not solve the problem
An alternate problem is that's also very easy to mitigate with a cheap 1-point Energy Reserve limited to recharge hourly, usable for one ability, not usable for stunts. That's basically just a perk.
===good solution===
Only allow TET (or RIP) as a standalone limitation on TRANSIENT abilities.
For switchable ones, instead apply it to the cost of Switchable itself to reduce the cost of the enhancement: a Limited Enhancement.
For example with Mana Enhancer, Switchable is a +100% enhancement, so applying Takes Extra Time to the enhancement limits rewards to 8 possible levels to reduce the enhancement to +20%.
*otherwise you could take 18 levels: 10 to negate the cost of switchable and 18 to reduce the basic ability cost from 50 to 10.
For abilities which are inherently switchable, it's obviously wrong to do something like "Always On -40% Switchable +10%" so instead one should price Not Always On as a Reciprocal Enhancement and apply the limitations to that.
====ramifications====
This approach also gives a new approach to pricing the Usually On enhancement (for abilities which are Always-On by default such as the Mana Advantages) or Usually On limitations (for abilities which are switchable by default) as meta-modifiers:
*Enhancing meta-modifier (for AO by default)
**take Switchable enhancement
***limit it's price by applying Costs Fatigue to it
*Limiting meta-modifier (for Switchable by default)
**take Always On
***take Not Always On
****limit NAO by Costs Fatigue
One approach endorsed is just to take AO for Always-On powers without even needing to buy switchable but this could create balance problems between abilities
*namely that it gives the same discount for "costs fatigue" on always-on powers as it does for switchable powers
**this implies switchable powers could first enjoy an Always On discount, and then ignore it via Costs Fatigue
"Switchable" can be seen as an enhancement with ONGOING effects. It's not just "used" during maneuvers taken to switch (1 by default, free w/ reduced time, 2+ w/ TET) but also during time the ability is off, if always-on by default. Turning "off" the switchable enhancement (like for example, if you took Switchable as a Temporary Enhancement, or had it as an Alternative Enhancement would revert an ability to being "always on".
For that reason, turning the ability off isn't just a 1-time cost, but you pay whatever limitation demand (whether by Costs Fatigue or Draining) so long as the ability is kept on.
Limiting "Not Always On" with "Costs Fatigue" is basically like taking Always On and Costs Fatigue as Either-Or Limitations (like how Restructurable Magery works) meaning either you're paying FP every minute OR the ability can't be turned off.
The fairer way to price things Usually On for things always-on by default like Invisibility and Mana Enhancer and Mana Damper is only applying the Costs Fatigue discount to the switchable enhancement: stop paying FP, it reverts back to "off". This allows more versatile design than a blanket +5% for 1 FP/second which is too little a discount for such a high cost (you can take Costs Fatigue 10 to get a -50% discount!)
In terms of "when Switchable is being used" that should include "during the maneuver(s) in which it is switched on or off".
TET only limiting "time used to switch" (free to maintain) may be seen as "no cost when kept in default state" in which case that default state can cost FP applied to the base ability.
Always-On abilities killing people with unavoidable FP drain can be avoided by just not combining them, but they should be combinable to allow for the concept (just like you can design someone with draining with the intent of them never finding what the need to avoid dying)
...
==FAQ==
http://www.sjgames.com/gurps/faq/FAQ4-3.html#SS3.4.1.5
:3.4.1.5 If a character has an ability taking more than one second to activate, can he be interrupted?
::If someone has a screwed-up ability like that, yeah – you can interrupt them normally.
==Powers==
GURPS Powers 106 mentions that TET resulting in more than 1 second to active allows interruption of concentration per B366, and then:
:To keep the two balanced, the GM may restrict heroes to two levels of Takes Extra Time, which is equal in value to the
lowest level of Preparation Required
**The lowest level of PR is 1 minute for -20%, TET 2 for -20% is merely quadruple time for a ready/concentrate or 2 readies before an attack, which is much less. The downside is that it can be interrupted during that time, while a PR can be instantly (and uninterruptedly) unleashed after the 1 minute prep, since it is not Immediate Preparation Required
P146 under Modifying ST-Based Damage:
:"Takes Extra Time (for big, slow fighters)"
==Psi Powers==
GURPS Psionic Powers page 51's "Steal Energy" has an example of "Takes Extra Time 5" causing a 30 second ability, with TET 4 causing a 15 second ability.
*2 to the power of 5 is actually 32 though, TET5 should have increased a 1 second ability to 32 seconds, or TET4 increasing to 16.
*8/4/2/1 are used subsequently and correctly.
Powers 144 "Psychic Vampirism" has an example of "Takes Extra Time 6" described as:
:1 FP per minute of concentration.
*Maledictions take 1 concentrate maneuver to initiate, the effect of TET doubling is: 1=2 2=4 3=8 4=16 5=32 6=64 so it should actually be per 64 seconds, not per 60 seconds.
*this would work differently as a non-Malediciton, because the first level adds a concentrate maneuver prior to the attack maneuver instead of doubling an existing one. TET 1 is 1c+1a, 2 is 2c+1, 3=4c+1, 4=8c+1, 5=16c+1, 6=32c+1.
In concert this may indicate that the powers go 1/2/4/8/15/30/60 and then 2 minutes,
==Dungeon Fantasy==
The Run and Hit advantage, when applying TET to Striking ST, interprets this as, rather than adding a Ready or Concentrate, it instead requires the previous maneuver to prepare it to be a Move maneuver.
Moreover, since the interpretation is "you're now sprinting" a GM might interpret this to be only a Move maneuver where they travel forward in a straight line, as opposed to using a Move maneuver to run backward or sideways, which cannot benefit from the Sprinting bonus.
==Forums==
Takes Extra Time 10 appears in this 2005 thread http://forums.sjgames.com/showthread.php?t=11213 where PK says:
:Note that Gadget Pool is simply a combination of the following modifiers: Accessibility, Requires Production-Grade Laboratory, -40%; Limited, Focus, Superscience Gadgets, -5%; Limited, Traits, Advantages with Gadget Limitations, -20%; Nuisance Effect, Varies, -5%; Physical, +100%; Requires IQ Roll, -10%; Takes Extra Time 10, -100% 
:The Accessibility applies equally to inventors, Gadgeteers, and Quick Gadgeteers; all that changes is the definition of what a "production-grade laboratory" is for each one. This is part of what the Gadgeteer advantage grants them, and thus does not change the point cost. Nuisance Effect represents the noticeable energies released or the consumption of power or money. Rolling 5d for time spent gives an average result of just over 17 minutes, which is exactly right for Takes Extra Time 10; the roll makes it a little more fun and unpredictable.
:Takes Extra Time versus Preparation Required.
:Takes Extra Time is a better point break, and overall, is more appropriate for this concept than Preparation Required. The latter can be perfect for ultra-cinematic gadgeteers, however, as it allows an inventor to work in the lab for some time before emerging empty-handed. At any point afterwards, the inventor could rearrange the points in his Cosmic Pool in a matter of seconds, pulling out a "super gadget" which is precisely suited to the issue at hand. Changing it would require heading back to the lab again, of course.
==Horror==
In 2011, GURPS Horror pg 66 has "Takes Extra Time 10" for the Succubus' Leech but doesn't explain how it works. Since Leech is an attack, TET 1 would add 1 ready maneuver and then the other 9 levels would double it that many times. The formula for TET on attacks is thus 2^(TET-1) ready maneuvers needed, so TET10 means 2^9 or 512 ready maneuvers.
For the average person this would be 8 minutes 32 seconds immediate prep for -100%.
Compare to Immediate Preparation Required where 10 minutes only gives -45%, and even 8 hours is only worth a mere -90%. Using this suggestion...
*GM may wish to restrict Takes Extra Time to two levels
*past that, use Immediate Preparation Required
This would mean only 2 ready maneuvers prior to the attack maneuver for -20%. Adding 1 minute of immediate prep on top of that for -30% is a total of 1 minute 2 seconds prep for -50%.
Tacking on some Weakened Without Preparation on top of this could also be good.
A fundamental difference is that "preparation" is concentrate maneuvers while "extra time" is ready maneuvers. Ready maneuvers can't be interrupted like concentrate maneuvers.
==house rule for time without concentration==
As brought up by Maz's inquiry April 2020 at http://forums.sjgames.com/showthread.php?t=168337 kirbwarrior suggested floating the Active Change enhancement from Shapeshifting (Powers 75) to other things where the concentration time simply because a delay time.
==see also==
*Immediate Preparation Required
*Preparation Required
*Reduced Time
Category:Limitations