9. A scout is thrifty and saves every penny he can and puts it into
the bank.
The scout master is the adult leader of a troop. A troop consists of
three or more patrols. The scout master may begin with one patrol. He
must have a deep interest in boys, be genuine in his own life, have
the ability to lead and command the boys’ respect and obedience, and
possess some knowledge of a boy’s ways. He need not be an expert on
scoutcraft. The good scout master will discover experts for the
various activities.
To organize a patrol, get together seven or more boys, explain to them
the aims of the Boy Scouts, have them elect a leader and corporal from
their own number and take the scout oath as tenderfeet. To organize a
local committee, call together the leading men of a town or city,
teachers, business men, professional men, and all who are interested
in the proper training of boys, for a committee to superintend the
development of the scout movement.
There are a number of divisions to scouting depending upon the place
where the boys live and upon their opportunities. For instance, to
obtain:
_An Ambulance Badge_: A scout must know: The fireman’s lift. How to
drag an insensible man with ropes. How to improvise a stretcher. How
to fling a life-line. The position of main arteries. How to stop
bleeding from vein or artery, internal or external. How to improvise
splints and to diagnose and bind fractured limb. The Schafer method of
artificial respiration. How to deal with choking, burning, poison,
grit in eye, sprains and bruises, as the examiners may require.
Generally the laws of health and sanitation as given in “Scouting for
Boys,” including dangers of smoking, in continence, want of
ventilation, and lack of cleanliness.
_Aviator_: A scout must have a knowledge of the theory of æroplanes,
ball balloons and dirigibles, and must have made a working model of an
æroplane or dirigible that will fly at least twenty-five yards. He
must also have a knowledge of the engines used for æroplanes and
dirigibles.
_Bee-farmer_: A scout must have a practical knowledge of swarming,
hiving, hives, and general apiculture, including a knowledge of the
use of artificial combs, etc.
_Blacksmith_: A scout must be able to upset and weld a one-inch iron
rod, make a horseshoe, know how to tire a wheel, use a sledge hammer
and forge, shoe a horse correctly, and rough-shod a horse.
_Bugler_: A scout must be able to sound properly on the bugle the
Scouts’ Rally and the following army calls: Alarm, charge, orderlies
(ord. corpls.), orders, warning for parade, quarter bugle, fall in,
dismiss, rations, first and second dinner calls (men’s), reveille,
last post, lights out.
_Carpenter_: A scout must be able to shoot and glue a four-foot
straight joint, make a housing, tenon and mortise, and halved joint,
grind and set a chisel and plane iron, make a 3 ft. by 1 ft. 6 in., by
1 ft. by 6 ft. dovetailed locked box, or a table or chair.
_Clerk_: A scout must have the following qualifications: Good
handwriting and hand printing. Ability to use typewriting machine.
Ability to write a letter from memory on the subject given verbally
five minutes previously. Knowledge of simple bookkeeping. Or, as
alternative to typewriting, write in shorthand from dictation at
twenty words a minute as minimum.
_Cook_: A scout must be able to light a fire and make a cook-place
with a few bricks or logs; cook the following dishes: Irish stew,
vegetables, omelet, rice pudding, or any dishes which the examiner may
consider equivalent; make tea, coffee, or cocoa; mix dough and bake
bread in oven; or a “damper” or “twist” (round steak) at a camp fire;
carve properly, and hand plates and dishes correctly to people at
table.
_Cyclist_: A scout must sign a certificate that he owns a bicycle in
good working order, which he is willing to use in the scouts’ service
if called upon at any time in case of emergency. He must be able to
ride his bicycle satisfactorily, and repair punctures, etc. He must
be able to read a map, and repeat correctly a verbal message. On
ceasing to own a bicycle the scout must be required to hand back his
badge.
_Dairyman_: A scout must understand: Management of dairy cattle; be
able to milk, make butter and cheese; understand sterilization of
milk, safe use of preservatives, care of dairy utensils and
appliances.
_Electrician_: A scout must have a knowledge of method of rescue and
resuscitation of persons insensible from shock. Be able to make a
simple electro-magnet, have elementary knowledge of action of simple
battery cells, and the working of electric bells and telephone.
Understand and be able to remedy fused wire, and to repair broken
electric connections.
_Engineer_: A scout must have a general idea of the working of motor
cars and steam locomotives, marines, internal combustion and electric
engines. He must also know the names of the principal parts and their
functions; how to start, drive, feed, stop, and lubricate any one of
them chosen by the candidate.
_Farmer_: A scout must have a practical knowledge of ploughing,
cultivating, drilling, hedging and draining. He must also have a
working knowledge of farm machinery, hay-making, reaping, heading and
stacking, and a general acquaintance with the routine seasonal work on
a farm, including the care of cattle, horses, sheep and pigs.
_Fireman_: A scout must know how to give the alarm to inhabitants,
police, etc. How to enter burning buildings. How to prevent spread of
fire. Use of hose, unrolling, joining up, hydrants, use of nozzle,
etc. The use of escape, ladders, and shutes; improvising ropes,
jumping sheets, etc. The fireman’s lift, how to drag patient, how to
work in fumes, etc. The use of fire extinguishers. How to rescue
animals. How to salve property, climb and pass buckets. “Scrum” to
keep back crowd.
_First Aid to Animals_: A scout must have a general knowledge of the
anatomy of domestic and farm animals, and be able to describe
treatment and symptoms of the following: Wounds, fractures and
sprains, exhaustion, choking, lameness. He must understand shoeing and
shoes, and must be able to give a drench for colic.
_Gardener_: A scout must dig a piece of ground not less than twelve
feet square, know the names of a dozen plants pointed out in an
ordinary garden, understand what is meant by pruning, grafting and
manuring, plant and grow successfully six kinds of vegetables or
flowers from seeds or cuttings, cut and make a walking stick, or cut
grass with scythe under supervision.
_Handyman_: A scout must be able to paint a door or bath, whitewash a
ceiling, repair gas fittings, tap washers, sash lines, window and door
fastenings, replace gas mantles and electric light bulbs, hang
pictures and curtains, repair blinds, fix curtain and portiere rods,
blind fixtures, lay carpets, mend clothing and upholstery, do small
furniture and china repairs, and sharpen knives.
_Horseman_: A scout must know how to ride at all paces, and to jump an
ordinary fence on horseback. How to saddle and bridle a horse
correctly. How to harness a horse correctly in single or double
harness, and to drive. How to water and feed, and to what amount. How
to groom his horse properly. The evil of bearing and hame reins and
ill-fitting saddlery. Principal causes and remedies of lameness.
_Interpreter_: A scout must be able to carry on a simple conversation,
write a simple letter on subject given by examiner, read and translate
a passage from a book or newspaper, in either Esperanto or any
language that is not that of his own country.
_Leather Worker_: A scout must have a knowledge of tanning and
curing, and either (a) be able to sole and heel a pair of boots, sewn
or nailed, and generally repair boots and shoes: or (b) be able to
dress a saddle, repair traces, stirrup leathers, etc., and know the
various parts of harness.
_Marksman_: A scout must pass the following tests for miniature rifle
shooting from any position: N.R.A. Standard Target to be used. Twenty
rounds to be fired at 15 or 25 yards. Highest possible, 100 points. A
scout gaining 60 points or over to be classified as marksman. Scoring:
Bull’s-eye, 5 points; inner, 4 points; magpie, 3 points; outer 2
points. Also: Judge distance on unknown ground: Five distances under
300 yards, 5 between 300 and 600 yards, with not more than an error of
25 per cent. on the average.
_Master-at-arms_: A scout must attain proficiency in two out of the
following subjects: Single-stick, quarter-staff, fencing, boxing,
jiu-jitsu and wrestling.
_Missioner_: The qualifications are: A general elementary knowledge of
sick-nursing; invalid cookery, sick-room attendance, bed-making, and
ventilation. Ability to help aged and infirm.
_Musician_: A scout must be able to play a musical instrument
correctly other than triangle, and to read simple music. Or to play
properly any kind of musical toy, such as a penny whistle,
mouth-organ, etc., and sing a song.
_Pathfinder_: It is necessary to know every lane, by-path, and short
cut for a distance of at least two miles in every direction around the
local scouts’ headquarters in the country, or for one mile if in a
town, and to have a general knowledge of the district within a
five-mile radius of his local headquarters, so as to be able to guide
people at any time, by day or night. To know the general direction of
the principal neighbouring towns for a distance of twenty-five miles,
and to be able to give strangers clear directions how to get to them.
To know, in the country, in the two-mile radius, generally, how many
hayricks, strawricks, wagons, horses, cattle, sheep and pigs there are
on the different neighbouring farms; or, in a town, to know in a
half-mile radius what livery stabling, corn chandlers, forage
merchants, bakers, butchers, there are. In town or country to know
where are the police stations, hospitals, doctors, telegraph,
telephone offices, fire engines, turncocks, blacksmiths and
job-masters or factories, where over a dozen horses are kept. To know
something of the history of the place, or of any old buildings, such
as the church, or other edifice. As much as possible of the above
information is to be entered on a large scale map.
_Photographer_: A scout must have a knowledge of the theory and use of
lenses, and the construction of cameras, action of developers. He must
take, develop and print twelve separate subjects, three interiors,
three portraits, three landscapes and three instantaneous photographs.
_Pioneer_: A scout must have extra efficiency in pioneering in the
following tests, or suitable equivalents: Fell a nine-inch tree or
scaffolding pole neatly and quickly. Tie eight kinds of knots quickly
in the dark or blindfolded. Lash spars properly together for
scaffolding. Build model bridge or derrick. Make a camp kitchen. Build
a hut of one kind or another suitable for three occupants.
_Piper_: A scout must be able to play a march and a reel on the pipes,
to dance the sword-dance, and must wear kilt and Highland dress.
_Plumber_: A scout must be able to make wiped and brazed joints, to
cut and fix a window pane, repair a burst pipe, mend a ball or faucet
tap, and understand the ordinary hot and cold water system of a house.
_Poultry Farmer_: A scout must have a good knowledge of incubators,
brooders, sanitary fowl-houses and coops and runs; also of rearing,
feeding, killing, and dressing birds for market; also he must be able
to pack birds and eggs for market.
_Printer_: A scout must know the names of different types and paper
sizes. Be able to compose by hand or machine, understand the use of
hand or power printing machines. He must also print a handbill set up
by himself.
_Seaman_: A scout must be able to tie eight knots rapidly in the dark
or blindfolded. Splice ropes, fling a rope coil. Row and punt a boat
single-handed, and punt with pole, or scull it over the stern. Steer a
boat rowed by others. Bring the boat properly alongside and make it
fast. Box the compass. Read a chart. State direction by the stars and
sun. Swim fifty yards with trousers, socks, and shirt on. Climb a rope
or pole of fifteen feet, or, as alternative, dance the hornpipe
correctly. Sew and darn a shirt and trousers. Understand the general
working of steam and hydraulic winches, and have a knowledge of
weather wisdom and knowledge of tides.
_Signaller_: A scout must pass tests in both sending and receiving in
semaphore and Morse signalling by flag, not fewer than twenty-four
letters per minute. He must be able to give and read signals by
sound. To make correct smoke and flame signals with fires. To show the
proper method of signalling with the staff.
_Stalker_: A scout must take a series of twenty photographs of wild
animals or birds from life, and develop and print them. Or,
alternately, he must make a collection of sixty species of wild
flowers, ferns, or grasses, dried and mounted in a book and correctly
named. Or, alternately, he must make coloured drawings of twenty
flowers, ferns or grasses, or twelve sketches from life of animals and
birds. Original sketches, as well as the finished pictures, to be
submitted. Or, alternately he must be able to name sixty different
kinds of animals, insects, reptiles, or birds in a museum or
zoological garden, or from unnamed coloured plates, and give
particulars of the lives, habits, appearance and markings of twenty of
them.
_Starman_: A scout must have a general knowledge of the nature and
movements of the stars. He must be able to point out and name six
principal constellations. Find the north by means of other stars than
the Pole Star in case of that star being obscured by clouds, etc., and
tell the hour of the night by the stars or moon. He must have a
general knowledge of the positions and movements of the earth, sun
and moon, and of tides, eclipses, meteors, comets, sun spots, planets.
_Surveyor_: A scout must map correctly, from the country itself, the
main features of a half a mile of road, with 440 yards each side,
to a scale of two feet to the mile, and afterward re-draw same map
from memory. Measure the heights of a tree, telegraph pole and church
steeple, describing method adopted. Measure width of a river, and
distance apart of two objects a known distance away and unapproachable.
Be able to measure a gradient, contours, conventional signs of ordnance
survey and scales.
_Swimming and Life Saving_: A scout must be able to dive and swim
fifty yards with clothes on (shirt, trousers, socks as minimum). Able
to fling and use life-line or life-buoy. Able to demonstrate two ways
of rescue of drowning person, and revival of apparently drowned.