Advanced Occupation: Captain of the Guard

Requirements: Must be appointed to the post.

The Mystwood Guard is primarily a fighting force, though they are also charged with upholding the law and keeping order. It is the Guard who will be called upon first to track down brigands, apprehend criminals, guard valuable objects or persons, and be first in the fight to defend the realm. The Guard numbers perhaps a hundred individuals, but it is rare to see more than a dozen in any given place.    Captains of the Guard (There are currently two, stationed near the Keep and the settlement of Burgundar) are responsible for the discipline, readiness, and well being of the troops under their command. A Captain has the power to assess fines and punishments, or even expel an unworthy Guard. In reality though, the Guard is so desperate for recruits they prefer to keep all but the most recalcitrant.  They will instead be corrected with harsh fines and flogging. Captains find their jobs complex, and some diplomatic and political savvy is valuable as well as fighting skill. They must deal with the competing demands of nobility and common folk, while upholding the honor the Guard.   Being a captain is risky as well- the last two captains have died under suspicious circumstances. Still, there is no shortage of corporals desiring the position. Though not always of gentle birth, Captains of the Guard must be literate, for the Duke expects regular reports.

Playing the Captain of the Guard
A Captain is responsible for mustering the guard once a day and inspecting their gear, ensuring that tabards are straight and swords are sharp. He or she must also be sure the common Guard attend to their duties, though it is wise to set a good example by taking a turn at unpopular tasks such as guarding the gate and chastising brandishing citizens. At least once per season a swift letter should be sent to the Duke, although some Captains may choose to address it care of the Duchess in Waiting. Captains also have a budget for supplies and training of the guard, and should patronize local merchants and crafts folk to ensure that the guard is well equipped. It is unwise to embezzle it, for a bad report from the local magistrate has led to more than one captain's demotion.

Trappings
A captain needs a good set of armor, at least a chain mail hauberk or breastplate.   Some have custom helms, others use the trust guard's kettle helm.    Writing materials are needed as well, some carry a whip or baton.   They are permitted to amend the guard heraldry to show their own, often incorporating their own below the White Tree of Mystwood. 

Skills

Duty (reviewing the guard, 1/day)
Some professions are humbler than others, and have tasks to perform that although necessary, may not be glamorous. However, when you fulfill a “shift” (15 to 30 minutes) of your Duty, you “Renew” your abilities. This skill is useable a limited number of times per Day, as noted in the Occupation.

Income (15)
You receive the indicated number of crown per Event. 

Leadership (4, Town Guard)
You gain the ability to call “Heal 2 to ___ by Gesture”, X number of times per Renew. Note that the Occupation description specifies who this applies to- others cannot voluntarily place themselves in your service to take advantage of this skill. You can do this by offering a few words of encouragement, threatening consequences, and so on, but you cannot use it when suffering from the “Silence” effect, or when the person you wish to heal is unconscious.

Livery (green and black Town Guard tabard)
While wearing a certain type of costume, or the colors and heraldry of your sponsor, you gain 1 extra Hit Point.

Patronage (1)
Once per year, you may sponsor (X) people into Advanced Occupations which require Patronage, such as Philosopher or Physician. This represents you using your influence and wealth to enable them to pursue their studies, rather than having to work for their survival.

Scribe (2)

Warcaster
You may wear 1 Armor Point while casting spells. You must possess Wear Armor (1) or better to benefit from this skill.

Weapon Specialization (Any one Weapon Type)
You gain one additional Special Attack per Renew with the indicated weapon type. You must have a Gift which provides Special Attacks to make use of this. 

Weapon Use (Large Shield)
You are able to use weapons of the indicated type, even if you do not have the Gifts normally required to do so, or it is a restricted weapon type. Each purchase provides a new type of weapon from the list: Bow, Flail, Hand Crossbow, Javelin, Large Shield, Polearm, Single Throwing Weapon, Staff. Other Weapon Types must be learned from Gifts or Occupations.

Wear Armor (5)
Allows you to wear X Armor Points, which add to your Hit Points. In order to gain these points, you must actually be wearing enough realistic looking armor to warrant it- see the Armor section.