Getting rid of fellow acolyte

By Rugby_Prop, in Dark Heresy

So my problem is stated above. There another player in our group, a scum, Im an arbitor, and we seem to be having a problem getting along. There have been a couple of conflicts which have boiled down to us drawning our guns and pointing them at each other. The only reason we didnt shoot one another was becouse of fellow acolyte intervention.

Here my question, how do I get rid of a fellow acolyte with out pulling the trigger myself. I dont want the rest of the party knowing what I did. So do you all have an answer to my problem?

Poison instantly comes to mind. Rigging a trap whilst off on your own? Hiring some muscle?

How obvious do you want to make it, and how far are you willing to go?

Heck first thought that comes to mind is your next mission you gain access to some "heretical" material secretly, use it.

Nothing says dead like a daemonhost in your bed.

Then you're alcolyte destroys all the evidence, including the daemonspawn, you win, the scum looses, end of story.

Course you're talking heretical actions here, which is why I asked how far as you willing to go.

The next easiest would simply be have an "accident" the next time you're in a firefight with the scum. Using an enemies weapon to do the deed gets you extra points, and more so if you can actually divert the blame to one of them.

Another option, and this is a little vague since I don't have the book in front of me, but there is a drug in one of the books that allows you to actually have psychic vision and/or psychic powers. Get some of it, mickey the scum, and when he displays psychic powers, shoot him as a Psyker. Added points if your Inquisitor actually gives you a good job for killing off the awakening unsanctioned psyker in your midsts.

Variation of above, find a mutagen and turn him into a mutant. Shoot him as said mutant.

The problem with getting rid of another alcolyte is fate points. They burn one, your carefully laid plans fall apart, and if said scum can finger you as the attempter, you may be the one ending up dead. So you need to find a way to divert attention off of you, and onto someone else in case they spend a fate point.

I am willing to go as far as I can take it but the problem is our group havent come across any demon type stuff. We mostly run up against gangs, crime syndicate, terriost, things of that sort.

As for getting hold of chemicals that would turn the scum into a psyker or mutant, I dont see that happening. But getting a hold of posin is possible.

I do know that the scum only had 1 fate point left, just like my character

Hmmm.... well the problem with poison is that if suddenly the scum ups and dies, everyone is going to be looking at you since you already drew a weapon on him. Your Inquisitor may not like the fact that you killed off one of his Alcolytes out of personal reasons, and may decide to punish you as well, with possibly deadly results.

The trick is you need to deflect all suspision from yourself to someone or something else, that can a) be easily destroyed or b) won't expect to tell the truth or c) done in such a way that no one even bothers to look into it too deeply.

Without knowing your Inquisitor, it may just be easier to wait until the scum breaks some law then shoot him. Sometimes its just easier to ask for forgiveness then to ask for permission.

Course that fate point is going to be a problem, which could case "Alcolyte" wars.

So another option is let the scum make the first move, or appear to make the first move, then claim self defense.

Yes, that one fate point is my real problem for the most part, is there any good way to get ride of it?

Other then killing him twice? Nope.

That's why I was suggesting making him a mutant, a pseudo-psyker, or having him have contact with a daemonhost, something that wouldn't matter how many fate points he'd have, he'd be concidered corrputed (or simply eatten) and an enemy of the state and pretty much unplayable.

Now let me clarify something that's been bugging me. I'm assuming that the characters don't get along, but the two players get along just fine and both are in agreement that there will be no hard feelings out of game with something like this occurs.

If there are issues with the Players, then this killing a fellow acolyte is not the way to handle it, and it needs to be handled out of game with the GMs intervention.

Now with the assumption that its just the characters that are not getting along, the big question is, what's your Inquisitor like, and why does he have this particular scum, and why would an arbitrator even concider breaking the Law just to get rid of a fellow Alcolyte that the Inquisitor obviously has a use for.

Because all of those questions are going to impact my next statement in that you really don't want the scum dead as much as out of the way and neutered. Even the fact that the Arbitrator is concidering these actions, and is willing to go to any extremes to remove said scum, says tons of about your Arbitrator. He's willing to turn down the long road to Heresy just to remove one person, what's going to happen when he's faced by a real threat?

A conservative inquisitor with an Arbitrator who is quickly willing to turn down the slope of Radicalism may not be the best career choice, but could be one hell of a Roleplaying ride.

On a side note, I really hope you have a mature group, and they're ready for all that can become of this mess. This can turn ugly, really quick in game, and a immature game group can agravate these issues as they become out of game issues. It takes a type of maturing to keep backstabbing in game and not take it personal when your favorite character is killed by a bolt to the head by another character for what they perceived as heresy.

This is why I generally frown on full blown inter-party conflict. All it does is lead to hard feelings outside of game. If you can roleplay that kind of conflict and still be friends then go for it... but also consider how the rest of the party feels about it. Is everyone really having fun when you guys fight? That really is the point of the game... If you find yourself really getting angry when you guys fight then it may be time to push the chair back, pause the game, and talk out your differences in RL.

Thats of course just my opinion. Without knowing all the details, that is all I can offer.

If your really want him dead and your fighting crime syndicates, you can trick into doing a dangerous assignment like sneaking into a crime lords area and take some stuff from him, that may in itself kill him or take his last FP,
and if you can put the point of having the enemy might have access to a divination psyker or the enemy saw him (on the hidden cameras) he might end up being killed by a guild assasin using poison or you during the night where no one is looking.

Well, if you're an Arbitrator then you should know that killing an acolyte of the Inquisiton is a crime against the Inquisition (especially to your own Inquisitor in particular), and the Imperium, and thus Heresy.

That doesn't mean you can't do it, but it will say something about your Arbitrator and his respect for the law.

Se this thread for more musings and many opinions, on both sides of this argument:
http://new.fantasyflightgames.com/edge_foros_discusion.asp?efid=70&efcid=3&efidt=58315

File a grievance with the Acolyte's Union.... :)

Really, it's good that you have such roleplaying experiences in your group. Unfortunately, your character coming from an arbitrator background would most likely not be the one considering illegal ways of getting rid of the Scum in question. I assume the PC is a Scum and not the Player as you indicated in your original post. :)

My thought is that you talk to your peers about the issue and find out their thoughts about whether the Scum should stay or go. Maybe others in the team share your views. Maybe they think you are being too hard on the poor Scum. Scum are people too you know.

If anyone would more likely be considering devious options it would be the Scum to get you out of the picture. He is afterall Scum.

I think you should have your character consider what the Scum brings to the table. Is he valuable to the team? If he is, then you might want to consider allowing him some leeway to act in a less than pious fashion. Be the bigger man for the good of the team.

PC infighting usually doesn't end well. Try to avoid it at all costs unless it helps to further the story and makes sense from everyone's perspective.

Another thing to avoid is hogging the spotlight with the arguments your two characters are having. It's a "Fun-leech" on the game for most people to sit there and watch others hogging the lime-light with their infighting....or maybe that's just my opinion.

I'll second the point made that the Scum is an acolyte of the Inquisition and for better or worse you will be expected to work with him if that's what your Inquisitor tells you to do. If you kill him and you are found out, the punishment will likely be severe and unavoidable.

Gangs and Crime Syndicates are the way I would go. Tip one of them off that he is a spy for the Inquisition, local Arbities, or enemy gang or crime sydicate.

He has been stepping on your toes and if they felt like taking care of the problem you would make sure that the investigation would go unsolved.

Since you have an arbitor, I'd assume your character is pretty stringent to the law, so (taking your characters views into consideration here) your best bet would be to dig up some dirt on the scum, then reveal the news to the rest of the party. Or frame him somehow.

The scum and I (arbitor) do get along outside the game. Our group is also mature, being that most of us are in our mid to late twenties.

As for our Inquisitor, no one in our group has meet the guy. Our group has only meet people higher up on the food chain who work for the Inquisitor. And Xathess is correct that I dont want the scum dead but more as in tone down or neutered. But if the scum were to show up dead I wouldnt mind.

Now, out of the game context I know that scum has killed another fellow acolyte a guardsman but this was before I showed up. So my charcter does not know about this. As for what the group did when it happen, it was nothing. Apparently the guardsman got shot up pretty bad as was down where no else in the group could see him other than the scum. Now the scum thought the guardsman was a tratior for some reason. I dont know the reason behind it. But what happens is that scum helps the guardsman out by giving him autogun bullet to the head. Now when the group found out that the guardsman was dead they ask how and why. The scum replied along the lines of he took to many bullets to live. Then the group kinda agree with that move on. Also the Inquisitor never looked into it as far as I am aware of.

Plant incriminating evidence taken from a lockerroom somewhere in his belonging and rat him out the the inquisitor... Burn baby burn.

This is just a guess (so ignore if it is off the mark).

Your character is having trouble with the scum because he is engaged in criminal activity. The thing you should remember is that you are a acolyte now not an arbiter. Any duties or identity you still have as an arbiter is just a cover. The inquisitor most likely chose the scum for his ability to blend in among the criminal underworld (among other useful skills). So ... let him.

That having been said if he takes it too far.. random murders as an example.. things that would make him more a pychopath than a member of the criminal underworld should be avoided. They could draw unwanted attention and should be put to him as such. If that does not work take it up with your superiors in the inquisition. In other words if he is not a detriment to the mission it would be best to let it go.

Now assuming you decide to off him there are any number of possibilities.

The popular get him to infiltrate a criminal organization and then tip them off that he is a spy.

Same as above but instead tip off the arbiters to his location and be sure to mention that he is known to have killed arbiters on another world :)

Frame him with some sort of heretical material.

Car/shuttle bomb, always a favorite.

He takes a wrong turn out an airlock... air go whoosh.. is bad thiing.

If he happens to do something that is a danger to himself or gets in trouble. Don't help him, he trips and falls hanging on by his finger nails, walk away he not good enough material if he trips and gets in trouble like that. Your character doesn't like the scum, doesn't mean he has to help the scum out any.

GreyKnight666 said:

If he happens to do something that is a danger to himself or gets in trouble. Don't help him, he trips and falls hanging on by his finger nails, walk away he not good enough material if he trips and gets in trouble like that. Your character doesn't like the scum, doesn't mean he has to help the scum out any.

Walk away? Don't be a wuss, step on his fingers when he's dangling on the edge of that cliff....demonio.gif

If you visit a hive or urban location, recommend the scum to go and scout it out, secure resources and accomodations. It's his strength after all, and...should he run afoul of anything while he was there well...It's a grim galaxy :P

Fail to give the scum adequate combat support. Indeed, if you do it right, it may seem like you were doing the right thing all along. In fact, if he makes a tactical mistake, then you will be doing the right thing all along. Always let the enemy kill your friends, never do it yourself (not if you can help it).

While many of the posts have said "You're an Arbitrator and you wouldn't do this", I'm going to say that's bull. You want to let your character slide down the slippery slope of Heresy let him.

Just remember though, if your Arbitrator does it once, he'll be more then willing to do it again, and if he gets a taste of what Heresy is like, he will be more then willing to do it again against people he doesn't know, if he's willing to do it against people he does know.

Go ahead and break the law, go ahead and use Xenos tech, or sorcery or a daemonspawn. Call up a daemonette to seduce and slice and dice the scum, but don't then do it once and go "Oh that's it I'm done." Feed that inner daemon that's awoken in your character until he's slipped so far into Radicalism that he makes most of what you're fighting look like the girl scouts.

And if you do it right, no one will be the wiser... until they are.

I totally agree. Watch The Shield if you don't. Or Serpico. Wait, don't watch that - for the love of God, don't watch Serpico. Hell, New York and New Orleans have a long and only recently cleaned-up history of police corruption, and quite frankly that'd be the kind of cop a lot of Inquisitors would want.

Pneumonica said:

I totally agree. Watch The Shield if you don't. Or Serpico. Wait, don't watch that - for the love of God, don't watch Serpico. Hell, New York and New Orleans have a long and only recently cleaned-up history of police corruption, and quite frankly that'd be the kind of cop a lot of Inquisitors would want.

New Orleans cleaned up? Hah! You obviously don't live here. Sure, maybe the NOPD aren't as bad as they were in the 90's but with the same infrastructure and networks in place and the same shenanigans going on that's always gone on here, they're slipping right back to where they were.

I would agree, only the hardest of hard-liners would want an honest to goodness arbiter as just being an acolyte will more then likely toss him into situations where he'll have to turn a blind eye to transgressions against the Imperial Law if not require him to break it time and time again.