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Troop 213 Advanced Skills Program

Troop 213 Advanced Skills Program. Advanced Skills: (one month minimum between Skill level awards). Advanced Skills Program Overview:. Who Can participate in the Advanced Skills Program? Any Scout who is 1 st Class and above

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Troop 213 Advanced Skills Program

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  1. Troop 213 Advanced Skills Program

  2. Advanced Skills: (one month minimum between Skill level awards)

  3. Advanced Skills Program Overview: Who Can participate in the Advanced Skills Program? • Any Scout who is 1st Class and above • Any Registered Adult Leader (Dad/Mom, are you tougher than a Boy Scout?) The Advanced Skills Program is an “Honors” Program • This is the “Pipestone Program” of Troop 213 • “Class A” uniform is required to work on/test out of Advanced Skills during Troop Meetings • There is no requirement to complete anything for the Advanced Skills Program for rank advancement. • If the Master level looks really hard, we have achieved our goal • This is a multi-year program

  4. Advanced Skills Program Overview: Recognition: • We are currently working on recognition awards. This will be coming out • Apprentice/Journeyman awards will be issued at Troop Meetings • Master level awards will be issued at Court of Honors • (Scout) Eagle and complete all Master levels – Special Award • (Adult) Wood Badge or Powder Horn and complete all Master levels – Special Award Logistics: • This will be a living program. We will keep what works, remove/change what doesn’t, and modify as we go. Details will be on the Troop website. • The Advanced Skills Program should not interfere with your rank advancement • There may be some cost specific to the Advanced Skill

  5. How do I get started? To Join: To Advance: • Approach the Primary or Secondary Instructor for the Skill and get started! It is up to you to coordinate with the Adult Instructors! • May require work outside of Scout Activities. Don’t expect to be taught and then test-out during the same day! Practice! • Some Skills will be rotated in during Troop Meeting advancement time.

  6. Fire Starter: Apprentice(Jim Laing – Primary Instructor) A Scout Must Display the ability to start a functioning fire that can be maintained and burned continuously for a minimum of 30 minutes with fuel for 1 hour. The Scout needs to demonstrate the following capabilities: • The Scout must demonstrate the appropriate site to build and maintain a fire and to able to explain the logic behind their choice. • A Scout must build a safe and appropriately sized fire ring and plan for and explain their fire safety plan. • A Scout must obtain the appropriate fuel for starting and maintaining their fire and explain their reasoning for their selection. Both a high-smoke and low smoke fire must be demonstrated in the fire building. • Both the Teepee and square fire technique must be shown, and discussed by the Scout as to the fire plan for the individual fires. There will be a 1 Match limit for the fires. One try per day.

  7. Fire Starter: Journeyman(Jim Laing – Primary Instructor) All fires must maintain burn for 30 minutes with fuel for 1 hour. Sun and Electric and Flint Source Fires: • Using only a working battery-powered flashlight, a Scout must build and maintain a 30 minute fire with the items, explaining their strategy and safety approach as previously applied in the Apprentice Level. • Using only the Sun as a "SOL" Source of Energy, the Scout must build a 30 minute maintainable fire with the following materials: Glass, Metal, Candy Bar, Water. • Using a Flint, build and maintain a fire for a 30 minute time period safely. BE able to explain set-up, safety, and fire strategy. • A Scout must make, transport, and rebuild a fire 3 Miles from an existing fire with an Ember from the existing fire. The Scout must build a transport mechanism to keep the ember hot and intact to be able to rebuild a new fire from the original fire at a minimum of a 3 mile distance. • A Scout must fully describe the multiple sources of fuel available to them in any given situation when a fire needs to be built. A Scout must identify how these sources would be obtained and potentially manipulated in any given fire-starting scenario to include sun, wind, rain, snow, dry, or wet conditions

  8. Fire Starter: Master(Jim Laing – Primary Instructor) Deserted on an Island… • A Scout must demonstrate how to build Wood on Wood Fires in both a 2 Man, and Solo Fashion. • The Fires must be created only from the sources of Wood available to the Scout at the time of the attempt. • Any tools needed for these attempts must also be made only from the natural resources available to the Scout at the time of the attempt. • These fires must be maintainable indefinitely, until the leader determines time of extinguish. This could last several Days. Wood on Wood Fires in Rain... • A Solo Wood on Wood Fire must be started and maintained in the rain indefinitely with only the wood sources available to the Scout at the time of the attempt. • The Scout should be prepared to do whatever it takes to accomplish this task. • Should the Scout Fail at this attempt, Journeyman requirements must be repeated again before a Master attempt can be made again. • There will be a 6 Hour Limit to this attempt. The Master Fire builder Cannot Fail in a life and death situation where fire is the only way to survive, therefore the Journeyman is necessary to be repeated to refocus , and re-stress the importance of planning and ultimately the highly focused intimate knowledge of building a fire in any condition.

  9. 100 Knot Club: Apprentice (Mike Kelley – Primary Instructor) A Scout must tie the following 10 knots in ten minutes without help or prompting. A knot frame will be provided with 10 pieces of rope for the Scout to use. Scouts are limited to one attempt per day/session: • Square Knot • Bowline • Sheepshank • Sheet Bend • Two Half Hitches • Clove Hitch • Taut Line Hitch • Timber Hitch • Figure Eight Follow Through • Figure Eight With Loops

  10. 100 Knot Club: Journeyman (Mike Kelley – Primary Instructor) • A Scout must tie all 10 of the apprentice level knots before tying the following knots for their journeyman level of 50 knots. • These knots must be tied without help or prompts with a time limit of 20 minutes. • After tying the following 15 knots Scouts are free to use hitches, toggles, lashings, splices, decorative knots, and double knots not previously used. • Once a Scout passes 40 knots they will be required to draw at random 5 knots from their list to tie to prove mastery before continuing on for the final 10 knots. • There is no time limit on completion once you have tied the required 25 knots. • You will have to keep your official list. However, randomly drawn knots have a time limit of 1 minute for simple knots and 5 minutes for decorative knots. • Figure Eight Bend • Figure Eight On A Bight • Water Knot • Double Fisherman’s Knot • Safety Knot • Bowline On A Bight • Double Bowline • Munter Hitch • Carrick Bend • Double Sheet Bend • Surgeons Knot • Diamond Knot • Alpine Butterfly Loop • Ashley Stopper Knot • Tensionless Hitch

  11. 100 Knot Club: Master (Mike Kelley – Primary Instructor) • A Scout must teach 5 Scouts 5 new knots, or mentor a Scout through completion of apprentice or journeyman level of the 100 knot club. • Scouts must tie any 10 of the journeyman level knots before tying knots for their master level of 100 knots. • These knots must be tied without help or prompts with a time limit of 1 minute for simple knots and 5 minutes for decorative knots*. • Scouts are free to use hitches, toggles, lashings, splices, decorative knots, and double knots not previously used. • Once a Scout passes 75 knots they will be required to draw at random 10 knots from their list to tie to prove mastery before continuing on for the final 25 knots. • There is no time limit on completion once you have tied 50 knots. You will have to keep your official list. However randomly drawn knots have a time limit of 1 minute for simple knots and 5 minutes for decorative knots.

  12. Wilderness Survival: Apprentice (Steve Wintermute – Primary Instructor) • Must obtain Apprentice Fire Starter, 100 Knot Club, Frontiersman, and 50 Miler. • Successfully complete timed orienteering course. • Attend one of the First Year 5 Mile Hikes with a fully loaded backpack (25 to 35 pounds) as if for an overnight campout.

  13. Wilderness Survival: Journeyman (Steve Wintermute – Primary Instructor) • Must obtain Journeyman for Fire Starter, 50 Miler, 100 Knot Club. Complete Wilderness Survival Merit Badge. • Wilderness Survival day challenge: • Dropped off at unfamiliar location, using compass and map, find your way to basecamp >10 miles away ('camp' also to be in unfamiliar location, but marked on map). • Carry necessary survival basics (in 'Survival' daypack only)for an overnight stay.

  14. Wilderness Survival: Master (Steve Wintermute – Primary Instructor) • Must obtain Master Fire Starter and 100 Knot Club. • Wilderness Survival Weekend: • Same as Wilderness Survival Day Challenge adding an overnight. • Each scout starting his own fire (no help); • prepare shelter; • build trap sufficient to secure food - no animals will actually be trapped - (food reward for functional trap; (alternately, food [but no passing grade] for no functional trap). • Water must be replenished safely (no toughing it out).

  15. Frontiersman: Apprentice (Bob Glenn – Primary Instructor) • Must obtain Apprentice 100 Knot Club. • Show proficiency in all basic lashings. • Create A-frame and camp tri-pod. These must be completed with proper lashings without any guidance or help. • Complete Apprentice Leatherwork and wood carving project. • Make a rudimentary fishing pole, that you can cast at least 20 feet, and show how to use it.

  16. Frontiersman: Journeyman (Bob Glenn – Primary Instructor) • Create mock-up catapult lashing project. • Create a full size catapult based on the mock-up design. • Compete in catapult distance competition. Design must meet safety requirements and must be approved prior to implementation. • Complete Journeyman Leatherwork and wood carving projects. Basic flint knapping project. • Complete Pioneering/Leatherwork/Wood Carving/Rifle Shooting Merit Badges. • Pan for gold.

  17. Frontiersman: Master (Bob Glenn – Primary Instructor) • Must obtain Journeyman Wilderness Survival, Master 100 Knot. • Create, plan, present, guide and implement a major non-catapult lashing project. • Project must meet safety and complexity requirements and must be approved prior to implementation. • Complete Frontiersman Master Leatherwork project. • Complete Frontiersman Master carving project. • Successfully complete 7 Ranges Survivor program. • Advanced Flint knapping project. • Create partial miniature log cabin with lapped joints using only an ax.

  18. Vanguard: Apprentice (Ken Griffo – Primary Instructor) • Attend Troop 213 Youth Leadership Training (First Session is March 30, 2013) • Be a Grubmaster on a minimum 2-night camping trip but do NO cooking and NO cleanup yourself • For Adult Leaders: be in charge of the Grubmasters for a campout, where you are responsible at the planning meeting to facilitate the Grubmaster process, and making sure that the Scouts are completing the Grubmaster requirements during the campout. • Lead a major Troop meeting event.

  19. Vanguard: Journeyman (Ken Griffo – Primary Instructor) • Attend the Troop 213 Vanguard Weekend Camping Trip • Invite an outside speaker to attend a Troop meeting and present to the Troop on a topic of interest, approved by the Scoutmaster • Shadow a manager at his job for a day • Satisfy your Troop leadership requirement for your next rank • Earn the American Business Merit Badge • Lead a Troop camping trip • Serve at least 6 months as a Troop Instructor.

  20. Vanguard: Master (Ken Griffo – Primary Instructor) • Complete National Youth Leadership Training (Or have completed it in the past) • Earn all 3 Citizenship Merit Badges • Serve at least 2 months as a Troop Guide • Run for SPL • Be acting SPL for a Major Troop Event or Outing (Scout Requirement Only). Be acting Scoutmaster for a Major Troop Event or Outing (Adult Requirement Only).

  21. 50 Miler: Apprentice (Dave Currens – Primary Instructor) 10 mile backpacking trip: Prior to trip, • list 10 items that are essential to be carried on any backpacking trek and explain why each item is necessary; • describe the importance of using Leave No Trace principles while backpacking; • demonstrate how to pack, adjust and carry your gear in a backpack; • demonstrate ways to treat water and tell why water treatment is essential; • demonstrate that you know how to operate a backpacking stove safely and to handle fuel safely; • demonstrate that you know how to select, cook and store food appropriate for a backpacking trip; • demonstrate that you know how to keep cooking and eating gear clean and sanitary; and • describe proper methods of handling human and other waste while on a backpacking trip. Example Trip: Ravenrock State Park

  22. 50 Miler: Journeyman (Dave Currens – Primary Instructor) 20 mile backpacking trip: While retaining all of the skills from the apprentice stage, • write a plan for a 20 mile backpacking hike that includes the route and schedule; • describe 10 ways you can limit the weight and bulk to be carried in your pack; • describe the health and safety risks present on a backpacking trek; • demonstrate understanding of wilderness first aid; • tell what factors are important in choosing a campsite; and • demonstrate that you can read topographic map and while on the trip, periodically use a map and compass to establish your position on the ground. Example Trip: Neusiok Trail, Croatan National Forest

  23. 50 Miler: Master (Dave Currens – Primary Instructor) 50 mile award trip: applying skills learned in Journeyman stage, • make complete and satisfactory plans for the trip; • cover the 50 mile route by foot, canoe and bicycle in not less than 5 consecutive days; • during the time on the trail complete a minimum of 10 hours each of group work on projects to improve the trail, springs, campsite, or area. Example Trip: Uhwarrie National Forest

  24. B.A.T. Man: Apprentice (Chris McGrath – Primary Instructor) • Develop a one-page summary outlining the appropriate responses to all First Aid rank requirements (Tenderfoot, Second Class, First Class). pass/ fail only • After successfully passing requirement #1 above, discuss and demonstrate correct first aid responses to 5 of the scenarios listed in these requirements, as selected randomly by the adult leader. pass/ fail only

  25. B.A.T. Man: Journeyman (Chris McGrath – Primary Instructor) • Complete First Aid and Lifesaving Merit Badges • Demonstrate First Aid for concussion, choking, impaled object, and all other "hurry cases".. • Interview and prepare a report on a medical profession of interest (education requirements, career options, etc.), and present to the troop. • Complete Red Cross "Adult First Aid" certification.

  26. B.A.T. Man: Master (Chris McGrath – Primary Instructor) • Complete Emergency Preparedness (E-Prep) Merit Badge. • Complete Red Cross "Wilderness and Remote First Aid" certification. • Lead a group of 3 other scouts to evacuate a patient (climbing accident, lacerations, broken bones, etc.) on a homemade stretcher. Show ability to evacuate patient using 2 different carries and make and use litter out of tree branches and either sleeping bag or blanket. Evacuate over a 1 mile distance including obstacles.

  27. Poseidon: Apprentice (Barney Hale – Primary Instructor) • 1/4 mile continuous swim (pool or lake) • Complete Swimming Merit Badge

  28. Poseidon: Journeyman (Barney Hale – Primary Instructor) • 1/2 mile continuous swim (pool or lake) • Complete Lifesaving Merit badge. • Assist in teaching 2nd and 1st class aquatics requirements

  29. Poseidon: Master (Barney Hale – Primary Instructor) • 1 mile continuous swim (pool or lake) • Plus 1 mile open water swim (lake) • Mile swim events to be separated by at least 11 months • Earn BSA or Red Cross Lifeguard.

  30. Iron Chef: Apprentice (Beau Beard – Primary Instructor) • Identify the proper uses of the various pots and pans in a residential kitchen. i.e. sautéing, boiling, frying. • Utensil care (as in the good knives, stainless/non-stick/cast iron pots and pans) • Learn basic kitchen skills: using knife on veggies, fresh garlic prep, kneading dough, brining meat, etc • Hygiene and food safety requirements • Serve as grub master and chef for the adult leaders on a camping trip. • Assist in making an evening meal for your family

  31. Iron Chef: Journeyman (Beau Beard – Primary Instructor) • Obtain Cooking Merit Badge • Dutch oven cobbler (assist a scoutmaster when he is preparing one for the troop, then do one of their own during a future camping trip). This also includes learning how to clean the pot in the field. • Show proficiency in using three of the following: home propane grill, charcoal grill, old style Coleman liquid gas stove (yes, I have one of these relics), smoker and portable propane grill. • Clean a fish in the field and then cook it.

  32. Iron Chef: Master (Beau Beard – Primary Instructor) • Bake bread from scratch using a cardboard box oven in the field. • Construct a fire pit/coal grill from scratch and use it to feed your patrol a meal. • Plan and serve a 5 course meal in the field; menu and ingredients to be reviewed and approved beforehand. Cook for a minimum of two adult leaders. It involves preparation, timing and execution precision that is tough enough in a kitchen.

  33. Marco Polo: Apprentice (Barney Hale – Primary Instructor) • Complete Requirement #2 of the Citizenship in the Nation MB • Prepare a presentation for the troop of an Historic site in North Carolina - post your presentation to the troop web site Historical site page (yet to be created).

  34. Marco Polo: Journeyman (Barney Hale – Primary Instructor) • Plan and execute a "side trip" in conjunction with a Troop outing. • The destination of the side trip should be an Historic site or recognized geologic site (Not the same as Indiana Jones). • Serve as the Trip Guide for the side trip. • During the trip, describe the historical significance or geologic origins of the site to your fellow travelers. • Upon return, prepare a presentation to the troop on your trip and what you discovered.

  35. Marco Polo: Master (Barney Hale – Primary Instructor) Plan and implement an Historic Site trip for the Troop. • Must include details of site(s) as well as guidelines during site visit. • Must include at least 2 separate minor sites, or 1 major site (Not the same as Indiana Jones). • Trip plans must be approved prior to implementation. • Maintain a log of the trip describing where you visited, your impressions of the site, and what you would tell another person about the trip. • Add your site to a list of historic / geologic sites on the troop website along with a brief description of the site.

  36. MacGyver: Apprentice (Mike Brothers – Primary Instructor) Complete these three requirements: • Complete one of the following STEM modules: • Shoot! • Start Your Engines! • Whoosh! • Designed to Crunch • Compete in a water rocket competition. • Complete two Odyssey of the Mind spontaneous problems.

  37. MacGyver: Journeyman (Mike Brothers – Primary Instructor) Complete these three requirements: • Complete three of the following STEM modules, including Apprentice module: • Shoot! • Start Your Engines! • Whoosh! • Designed to Crunch • Build a basic homemade robot that moves for at least 2 minutes. • Complete three (beyond those done for apprentice) Odyssey of the Mind spontaneous problems.

  38. MacGyver: Master (Mike Brothers – Primary Instructor) Complete these two requirements: • Complete all 9 requirements for the Dr. Bernard Harris Supernova Award. • Lead an Odyssey of the Mind activity as part of a troop event (meeting, camping trip, etc.). Complete the Masters MacGyver Challenge.

  39. Indiana Jones: Apprentice (Bryan Mercer – Primary Instructor) • Demonstrate and Present basic understanding of Archaeology using online UNC activities and worksheets: • Why is the past important? • Culture Everywhere • Observation and Inference • Archaeological Context • Chronology: The time of my Life • Classification and Attributes • Scientific Inquiry • It’s in the Garbage

  40. Indiana Jones: Journeyman (Bryan Mercer – Primary Instructor) • Spend 6 hours in the UNC Archaeology Lab learning and participating in artifact cleaning, cataloging and other general lab work • Spend 8 hours participating on an archaeological dig • Prepare a comprehensive report of work conducted above • Visit two prehistory sites (not the same as Marco Polo) and write: • Description of the site • How it relates to water and food • Why was this a good spot?

  41. Indiana Jones: Master (Bryan Mercer – Primary Instructor) • Spend one week during the summer digging at a site along with UNC staff. Help process findings and keep a daily journal of your work. Deliver a comprehensive presentation including: • Timeframe of site • Culture • Diet of people • Environment of site at the time of human occupation • What artifacts were found

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