All-Out

*All-Out Attack
*All-Out Defense
*All-Out Concentrate
*All-Out Ready
==quotes==
===Kromm===
http://forums.sjgames.com/showpost.php?p=1119678&postcount=7
All-Out (*) is a reasonable expansion. The bonus depends on what * is. As a general rule:
*+1 for feats based on IQ, Will, or Per. For this purpose, treat ranged attacks as an application of Per. Examples: The +1 that All-Out Concentrate grants psi use (Psionic Powers, p. 11); the +1 to hit that All-Out Attack grants ranged attacks (p. B365).
*+2 for defenses or resistance rolls, or feats of ST or HT. Examples: The +2 that All-Out Defense gives regular (p. B366) or mental (Psionic Powers, p. 11) defenses; the +2 that All-Out Attack gives to use ST offensively or to break free in close combat (Martial Arts, p. 114).
*+4 for feats of pure agility based on DX. Examples: The +4 to hit that All-Out Attack grants melee attacks (p. B365) and DX-based close-combat moves (Martial Arts, p. 114); the +4 to Acrobatics for an all-out Acrobatic Stand (Martial Arts, p. 98).
You could call these things
#All-Out Move (to get +4 DX when a roll is needed to navigate terrain)
#All-Out Change Posture (as for the Acrobatic Stand example)
#All-Out Ready (to get +4 DX when a roll is needed to ready an item, or +2 ST when what you're readying is too heavy for you)
And you could certainly allow Committed (*) for the second and third cases above, giving half the bonus (+1 or +2) in return for the drawbacks of the Committed Attack maneuver defined in Martial Arts.
==See also==
*Committed Move
*Committed Change Posture
*Committed Ready