Some months ago I joined an advanced (in term of career) W40K/Dark Heresy campaign with an Arbitrator, the master is good and the players are funny and prepared. But honestly I'm not sure how an Arbitrator could 'work' not just in our campaign, but in any W40K campaign.
I mean, how often it happens that you have to kill without the possibility to concede a regular process? How often do you stumble around xeno technology and knowledge you shouldn't possess? How often are you out of your jurisdiction and can't act? From what I understand, I should have executed me and my party (which has a psionic, and I know it) so many times I couldn't count them.
I'm sure I miss something, but still the feasibility of an Arbitrator in an adventurer's group, to me, seems pretty low. Tech-priests with their mechanical arms? Sure. Assassins with big rifles? Obviously. Guardsmen full of rockets and grenades? They can't miss in a group. But Arbitrators, I don't know.
They don't have many social abilities, they are not good with weapons... Personally my character has 49 intelligence, maxed. With good skills, the ones with +20, I can arrive to 69, but they are not many, and so I often fail my checks. This isn't right for a pc with around 10000 xp, it mustn't be, he must have a strength, somewhere.
So I don't know if I'm missing something, but honestly I think something isn't right here. Any help for this Arbitrator is accepted.