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CaptainAaronWilliams

Captain Aaron Williams, Blood Talon Elodoth Founder of the Lodge of the Shield

The Lodge of the Shield is a Lodge of the Blood Talons. By Second Edition, it changed to a Lodge of the Iron Masters. It is a lodge of police members.

The spirit patron of the Lodge of the Shield is Shield-of-Law.

Overview[]

The Lodge of the Shield is a fairly recent phenomenon at far as formal organization go, but it grew out of a tradition that has existed since 1955. When the LAPD completed construction on its new headquarters, a section of the building was declared tur. At the time, there was a fairly sizable Blood Talon presence on the force, and the members of the tribe agreed that having a place to compare notes on their territories and discuss strategies would improve their ability to do their day jobs as much as their ability to maintain their territories. For 60 years, this tradition waxed and waned with the number of Uratha on the force, until three years ago, when Captain Aaron Williams, an Elodoth of the Blood Talons, suggested the creation of a formal lodge for Uratha serving in law enforcement. Along with other lone-time officers, Williams sought out and bound the spirit of the LAPD's headquarters, Shield-of-Law, to serve as totem. The lodge was named the Lodge of the Shield, for the totem and for the police badge that united its members.

Membership[]

The Lodge of the Shield accepts as members only Uratha who are currently serving or retired law enforcement officer in Los Angeles, California. Because the tradition that led to the lodge began with the LAPD, slight preference is given to members of that department over CHP, Los Angeles County Sheriff's Department and other agencies. Federal law enforcement agents stationed in LA are generally welcome, but subject to much ribbing, good-natured or otherwise, by the "local boys." The lodge does not otherwise discriminate, although some women have claimed that the lodge is very much a boys' club (most of the membership is male). At present, the lodge is found only in LA, but there is nothing stopping a member from taking the lodge elsewhere.

The lodge holds its members to a high standard of excellence, both as cops and as Uratha. Lodge members know full well the dangerous line they walk, and what a devastating effect it could have if "The Herd Must Not Know" were breached by the police. Internal Affairs investigations are the last things lodge members need, quite apart from professional pride as police officers. Occasionally bending the law to do one's duty to Father Wolf is acceptable, but any evidence that a member is taking bribes or engaging in otherwise questionable behavior is grounds for ejection from the lodge. Likewise, allowing one's territory to get out of control is grounds for dismissal.

Despite the high standard members are held to, joining the lodge is extremely easy. One need only be a member of the police and express an interest in joining. Captain Williams keeps an eye on the LAPD's duty rosters and has contacts doing the same in other agencies, and the lodge itself usually initiates contacts with Uratha who join the police force, and especially with officers who undergo the First Change. Once an officer has expressed a desire to join the lodge, someone high up (usually Williams) makes a few phone calls regarding the character of the officer. Provided the applicant is clean and given a good review by his superiors, Williams invites him to the next meeting of the lodge at LAPD headquarters, and he is formally welcomed into the lodge.

Sometimes, when a lodge member meets a fellow Uratha who isn't on the job but has the makings of a good cop, an exception if sorts is made. The lodge member usually begins by talking up the benefits of police work and membership in the lodge, appealing to the civilian's attachment to his human life and community and to his Uratha territoriality. If the werewolf is receptive, several lodge members have contacts with the admissions boards overseeing the city's police academies, and can usually guarantee the werewolf a slot in the next class. Lodge members make a point to check in on the trainee and take him under their wing during training. Assuming he graduates and is offered a job, he is made a full member of the lodge straight away (the usual entry requirements are not waived, but anyone exceptional enough to warrant this offer probably had most of them to begin with).

Game Mechanics[]

The following are an overview of the game mechanics.

Prerequisites[]

Honor •, Investigation ••, Status (Police) •

Benefits[]

The Lodge of the Shield teaches its members to honor and respect the badge, and to maintain the self-control expected of a law enforcement officer. As long as a member has his bade on his person, he gains a +1 bonus on rolls to resist Death Rage. In addition, he may buy the Merits Status (Police) and Fighting Style (Police Tactics) at half cost.

Fighting Style: Police Tactics (• to •••)[]

  • Prerequisites: Strength ••, Dexterity ••, Stamina ••, Brawl •• and Weaponry •
  • Effect: Your character has picked up some of the mixed bag of subdue and compliance tricks that cops learn in the academy and on the street. If he doesn't have law enforcement experience himself, he's most likely learned these maneuvers from someone who has. Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can't have Weapon Retention until he has Compliance Hold. The maneuvers and their effects are listed below.
  • Compliance Hold (•): When trying to overpower an opponent you have grappled (see the World of Darkness Rulebook, p. 157-159), you gain a +2 bonus to your Strength + Brawl roll if you attempt to immobilize or disarm him. You must choose your maneuver before making your roll, rather than after it, to gain this bonus.
  • Weapon Retention (••): An opponent who has grappled you must score successes equal to your Weaponry score on his Strength + Brawl roll to choose a "disarm" or "turn a drawn weapon" maneuver against you.
  • Speed Cuff (•••): If you have a pair of handcuffs or equivalent restraints drawn while grappling, you may choose "cuff" as an overpowering maneuver. With a success, you get the cuffs on one of your opponent's wrists. With exceptional success, you can cuff both wrists.

Second Edition[]

The Iron Masters move among the human herd, hunting their prey from the cover of anonymity. Is it any surprise, then, that many gravitate toward law enforcement careers? After all, a badge can get you into all sorts of places, and the police have access to information databases that make the hunt a hell of a lot easier. Idealistic Iron Masters even point to concepts like community policing as a perfect example of honoring their territory in all things.

The Lodge of the Shield serves as a support network for Uratha serving in law-enforcement. Originally it was just an informal "old-boys' network" for the dozen or so Iron Masters in the LAPD back in the '50s, but it's since spread to other local, state. and even federal agencies. Need to explain to your captain why you abandoned your patrol to go put down a Ridden killer? One of your brother officers will cover for you. Need backup that won't questions your "unorthodox tactics" like growling at a door till it opens? As long as you agree not to ask questions about that non-regulation knife with the bizarre runes Detective Kowalski carries, he'll back your play.

Technically the lodge is open to werewolves of any tribe, but so far almost its entire membership are Red Wolf's children. Since the late '80s, the lodge's Wolf-Blooded membership has actually outnumbered its Uratha contingent, and the Lodge of the Shield is notable for the fact that Wolf-Blooded are permitted to hold positions outranking werewolf members.

References[]

Werewolf: The Forsaken Lodges
First Edition
Blood Talons Lodge of Cerberus • Lodge of the Einherjar • Lodge of Garm • Lodge of the Lone Wolf • Lodge of Night • Lodge of the Shield • Lodge of Swords • Lodge of Wendigo
Bone Shadows Lodge of Baital • Lodge of Death • Lodge of Doors • Lodge of Hallowed Halls • Lodge of Harbingers • Lodge of the Hundred Days • Lodge of the Hungry Ghosts • Lodge of Prophecy • Lodge of the Reaping • Lodge of Voices
Hunters in Darkness Lodge of Ashes • The Brotherhood of Eshu's Cap • Lodge of Carrion • Lodge of the Empty Den • Lodge of Harmony • Lodge of Ruin • Lodge of Seasons • Lodge of the Sleeping Bear • Lodge of Wrath
Iron Masters Lodge of 66 • Lodge of Arms • Lodge of the Hidden Hunt • Lodge of Lightning • Lodge of Metal • Lodge of Scrolls • Lodge of Spires • Lodge of Stones • Lodge of Wires
Storm Lords Lodge of Crows • Lodge of the Final Winter • Kshatriyas • Lodge of the Maelstrom • Lodge of Namarrkun • Lodge of Salvation • Lodge of the Shadow's Storm • Lodge of the Shadow Throne • Lodge of Thunder • Lodge of Winter
Auspice Lodge of the Boundary • Lodge of the Broken Pledge • Eigner Lodge • Lodge of the Endless Horizon • Lodge of the Fury Choir • Lodge of the Hazzan • Lodge of Luna's Tears • Lodge of Lycurgus • Lodge of the Second Moonrise • The Secret Tribunal • Lodge of the Shadow Throne • Lodge of the Spirit Chains • Lodge of the Spoken Word • Lodge of the Starless Sky • Lodge of the Storm's Eye
Pure Lodge of Absolution • Blood of Kings • Council of Eagles • Lodge of Kin's Blood • Lodge of Night's Fear • Lodge of Plague • Lodge of Sana'a • Lodge of Vermin's Shadow
Others Lodge of the Adder • Lodge of Arkadia • The Armée Sauvage • Lodge of Avalon • Lodge of the Black Woods • Lodge of Bloody Spears • Brotherhood of the Crossed Swords • Lodge of Chemics • Lodge of the Coyote • Lodge of the Crossroads • Cult of Bones • Lodge of Echoes • Lodge of the Endless Moon • Lodge of the Fallen Idol • Lodge of the Feast • Lodge of Fevered Light • Lodge of the Firestick • Lodge of Grey Hunters • Lodge of the Grotto • Lodge of Howling Death • Lodge of the Hunt • Lodge of Ilia • Lodge of Kletby • Lodge of the Lake • Lodge of the Lion • Lodge of London • Lodge of the Lost • Lodge of Luna's Devotees • Lodge of Mammon • Lodge of Mania • Lodge of the Modernist • Lodge of the Morning Star • Lodge of the Nahual • Lodge of Praetors • Lodge of Quetzal • Lodge of the Red Sands • Lodge of the Rose • Lodge of the Sacrifice • Lodge of Saints • Lodge of the Savior • Lodge of Scars • Lodge of Scavengers • Lodge of the Shepherd • Lodge of Silence • Lodge of Songkran • Lodge of Tears • Lodge of the Thin Shadow • Lodge of Two Worlds • Lodge of the Union • Lodge of Unity • Lodge of the Willow Branch
Mots Eiwaz • Valkyrja
Second Edition
Blood Talons Lodge of the Einherjar
Bone Shadows Lodge of the Hundred Days
Hunters in Darkness Lodge of the Hook Hand • Lodge of Sleepless Earth
Iron Masters Lodge of the Shield
Storm Lords Lodge of The Roman Ritual
Ghost Wolves Eaters of the Dead • Lodge of the Field
Auspice Lodge of the Chronicle • Lodge of Gargoyles
Pure Lodge of Muspell
Others Lodge of Garm • Dreaming Lodge • Lodge of Quicksilver Children • Lodge of the Screaming Moon • The Temple of Apollo • The Thousand Steel Teeth
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