Getting rid of fellow acolyte

By Rugby_Prop, in Dark Heresy

Graver said:

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.

You definatly don't want to play a hardliner all the time. Its one of the reasons that playing a Sister can be so difficult. They're by the way their written totally unflexible in their beliefs, and you have to find creative ways to reign them in. A hardline Arbitator can be just as bad. If the Law says you can't shoot the Planetary Govenor without a trial, and yet your party discovers he's an arch-heretic, a hardliner will want to arrest him, even if your Inquisitor ordered his death. So complete hardliners are a bad thing to an Inquisitor.

An inquisitor looks for flexibility, not extremes. How exactly flexible you have to be is determined by where the Inquisitor falls on the Puritan/Radical scale.

I'm thinking your GM isnt shooting at your both enough for you to ignore one another or at least have you rely on each other for the majority of the time, if you've found it more expedient to consider shooting at each other. By all means play-up the Crim vs Cop role of each character, but actually dropping a round or two into someone's head while they're sleeping is probably going a bit too far and will create uneeded inter-group tension. We make jokes all the time about shooting our psyker and everyone else doing something stupid "For their own Good!", but the fact of the matter is that by the time the psyker probably does manage to get possessed, the rest of us are probably completely boned and probably can't kill it anyway.

If you're GM wants I've got a statted up rogue imperial guard company which is slightly mutated and something of an old-school cult of Khorne (honour, blood and war), they've got everything from regular Joe guardsman with las-gun and bayonet, to a couple of dedicated heavy weapons sections and 2 suicide bombers. For free I'll even throw in their corrupted Commisar and a captain who's got an unbound daemon host in him which pops out every now and then when the company is under severe duress.

After the rockets start flying, pinned down by heavy stubbers and you're getting shredded by directed las gun fire, the scum will be the least of your problems...

First of all, pretty much all of this advice is predicated upon the assumption that your character was, prior to inquisitorial recruitment, a member of the Adeptus Arbites, rather than planetary or local law enforcement (or some other character concept using the arbitrator path). If that isn't the case, then this will be less useful-

Remember that while an inquisitor has, for all practical purposes, unlimited power and authority, his acolytes don't unless they have been granted a copy of his rosette and are acting in his name. An Imperial Arbiter can use any one of hundreds of thousands of laws* to counter or neutralise the scum, and unless he is a noble-born Imperial Citizen or the like, there isn't much he can do about it. Local law enforcement won't be able to, unless it occurred in their jurisdiction. Any other concepts would require a case-by-case as to whether or not, depending upon their background and bailiwick.

Of course, as an agent of the Throne, he is afforded a certain degree of rights and protection, but if you're merely tipping off the locals, then his first recourse when it comes to getting out of trouble will be to have the cell's arbiter deal with it... If you do it right you can have him harassed, stonewalled and incarcerated almost indefinitely, while keeping your hands clean.

Graver said:

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.

I was referring to New York as having "cleaned up". I'm a coonass, I know too much about NOPD to be taken in. I'm not going to go so far as to say that they want cops who aren't trying to uphold the law (quite the opposite), but I do think they'd want cops who operate above the law in order to enforce it.

If you're GM wants I've got a statted up rogue imperial guard company which is slightly mutated and something of an old-school cult of Khorne (honour, blood and war), they've got everything from regular Joe guardsman with las-gun and bayonet, to a couple of dedicated heavy weapons sections and 2 suicide bombers. For free I'll even throw in their corrupted Commisar and a captain who's got an unbound daemon host in him which pops out every now and then when the company is under severe duress.



I'm not his GM but I'd like to see that rogue company of yours if its not too much trouble.

I would recommend that you stay vigilant on monitoring your characters own actions. No sense stooping to the scum's level to take him down. Of course if the scum is the significant other of the GM or a little sibling you may simply be screwed in a game-circle sense. Eventually everyone ends up in a situation where kharma has a chance to pay out in spades. What I mean is that one day the scum will be cheeky to the wrong person, linger too long in a detonating building for loot, let greed get the better of himself or perhaps he'll put you in a self defense situation. In game terms it simply means that the dice don't always go your way...and when his actions fail on the dice you get to just let that be your assassin.

There would be no greater vindication on your part than remaining true to your character's moral bent (straight and narrow from the sounds of it) and simply being able to not help him when he needs it most. You then get to look into his eyes as he slips off the roof of a hive tower, or gets cremated by an enemy's attack, sucked into the warp, or bleeds to death in some forgotten corner of the galaxy.

The important thing to keep in mind in the mean time is that your inquisitor sees use in him and so you have to at least not interfere with that on your own personal vendetta. I think short of peeing on the golden throne you couldn't really screw up more than ticking off your inquisitor by squabbling with your 'fellow' acolyte. Plus it would eventually annoy the other characters to some degree and they might decide to side with the scum just to end your incessent tattling.

First rule of criminal activity: Don't get caught

Second rule: Make sure someone else takes the fall

Third rule: Cut off the patsy's escape routes/allibis

Forth rule: Let someone else do the dirty work

With that in mind, you're looking to promote a situation whereby somebody/thing else will kill them on your behalf, without any links back to you. Subtle is always best. Investigate the scum on the quiet. Find out their vices, weaknesses and past. Promote situations where these things will come to the fore, and put the rest of the party in danger. That way even if you slip up in the offing, if the other party members also have a dim view then you're more likely to get away with it. Plant clues that point to these things on them/their surroundings, much like a marker beacon for missile strikes. When it comes to the point where someone needs to spot these clues, make sure someone else spots them. This gives you a blame buffer and it means there are double the amount of prosecuting witnesses. At the very least if it backfires, then the "witness" takes the flak, not you. Turn everyone against them without them realising what is going on.

There's nothing more rewarding than doing something, getting away with it and everyone else thinks they know what happened. ;)