A Few (Hopefully) Quick Rules Clarifications

By sandweiche, in Deathwatch Rules Questions

1. I'm wondering if extended tests need to be completed consecutively and with no failures. For example the psychic power Augury, does the caster need to succeed on 10 consecutive tests just to cast this power?

2. Does a jump pack double all the character's movements distances or just certain ones (i.e. no charging)

and finally...

3. When a character casts a power using the push power level do they add 3 to their psy rating or do they add their willpower bonus. Certain text in the core rulebook support both possibilities.

Thank in advance for any help, cheers.

Furthermore, can a psyker target himself with psychic powers such as Inspire? Thanks again!

1. Extended tests may or may not require all the tests for them to be successful. It depends upon the situation and the GM's purvue. An example: you are creating a new bolter with a trade skill. The GM decided it will take 3 (72hrs) days normally to finish. He decides you should take a trade skill test every 12 hours to check your progress. For every DoS in your tests it takes 1 less hour to complete, for every DoF it takes 1 more hour. He then decides if you fail twice in a row you messed something up and the bolter is trash.
Augury would (in keeping with general RPG guidlines for such tests) would require a test for each additional question or level of information you wish to learn. Success means you get useful information with even more details or powerful info for high Degrees of success. Failure would gain you no information of value, or even misinformation if you get high degrees of failure. (The GM can secretly modify the difficulty of the tests based upon the specific information being asked. Obscure info, or situations surrounding an enemy psyker who would shield himself from such a power would be more difficult then basic information.)
These types of tests are always the most difficult for a GM to use. They can aslo be increadibly fun as well. It is a shame FFG has very little in the way of GM mentoring in their books (as opposed to other RPGs with extensive guidlines, tips, hints, and aids).

2. Jump Packs double ALL movement made when using the jump pack. Including charging and running.

3.They add 3 PR. Page: 185

4. No, powers like Inspire(ing word?) may not affect the psyker who manifests it. First off, the specific wording on this and similar powers states it effects allies and does not say the power affects the psyker. Second, these powers are the psyker using his will, fortitude, or drive to affect those around him, he can't improve his own personal abilities as he's using his abilities to improve others (similar to the fact a character can't assist himself in a test, it just don't work like that).

It is important to distinguish between extended tests and extended actions. Extended tests are tasks that require regular checks to determine progress (such as herichimo's bolter example)

An extended action, on the other hand, just takes several rounds to complete (reloading certain weapons, for example). Augury, as with most other psychic powers that list "extended (#)," fall into this category (pg 189, under "Power Format"). In the case of Augury, you pick your question and roll Focus Power, consulting the chart if you succeed. The actual process of casting Augury (concentrating, reading the cards, and deciphering their meaning) takes 10 rounds (so, ~60 seconds). Only one test is made.

However, Augury only permits one question per casting, so you'll need to activate the power separately for every question you wish to ask (each casting taking a minute).