Cost: -100 points
Decreased Time Rate is an exotic mental disadvantage which compliments Altered Time Rate which is essentially "Increased Time Rate".
B129
Mitigators[]
Since ATR on B38 is essentially an automatic Reciprocal Advantage (it's worth exactly the same amount, and does the same thing, doubles time rate instead of halving it) one way to design mitigators is to take DTR at full value, and then buy ATR with limitations representing situations where you still function at DTR instead of normal time rate.
For example if using P42's Non-Combat Speed, ATR only costs 40 points. 40-100=-60 so the -60% limitation on that advantage functions like a -40% mitigator. This basically means someone is 1/2 as fast in combat and when using special abilities (including enchantment) but normal speed doing mundane tasks. This is all according to PU8p5 Limitations on Disadvantages.
Where this would get complicated though is if you bought ATR 2. That triples maneuvers (+200%) so it would work out like sort of "ATR1.5".
As such, to avoid trouble, it might actually be right to call the removal of the disadvantage Not Decreased Time Rate so that the +200% is done to baseline instead of to 50% to merely get 150%.
DTR might actually be overpriced since it only decreases maneuvers by -50% rather than +100%, -50 is probably a fairer value.
Consider for example how that would still merely tie the value of huge disadvantages like No Manipulators or Sessile which are in many cases far more limiting.
Alternative[]
P146 Modifying ST-Based Damage suggests "Takes Extra Time (for big, slow fighters)."
If only one level of this was allowed, it would require taking a Ready maneuver prior to each attack.
-10% would save 1 point per 10 points worth of Crushing Attack dice required to buy the Thrust from your Striking ST (not modified for built-in modifiers like Melee Attack -30% or Variable +5% or "Affects Insubstantial" for Insubstantial chars)
10 points buys 2 levels of crushing attack (2d) so TET1 is a leveled quirk which can purchase slowness per 2 dice you inflict. This means per B16 that it alone is only capable of saving even 1 point at ST21+.
This does not mean lower-ST characters can't use it to save points: but they would need to combine it with some other limitation to get high enough to save one.
For example, someone with ST 13 or 14 (Crushing Attack 1d) would need to take another -10% limitation on their attack (or perhaps TET2) to qualify for -1 quirk.
The standard cap of -80% applies on limitations need not apply since this is constructing disadvantages from them.
The highest example of TET is 10 (-100%) for the Succubus in Horror, which requires 10 minutes of readying to attack.
quotes[]
PK[]
http://forums.sjgames.com/showpost.php?p=1410501&postcount=10
Canonically, Decreased Time Rate is not a leveled trait. Period. As a disadvantage, making it leveled is just begging for abuse.
That said, I could get behind the idea of a special enhancement for Affliction which cost +100% per level and decreased the subject's ability to act as though he were getting hit with "multiple levels" of DTR. Such an enhancement would only allow the victim to act every (1+X) turns, where X is the level of the enhancement. Of course, past nine levels -- allowing the victim to act only once every 10 turns -- it would generally (though not always) be more sensible to just use Temporal Stasis instead.