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Useful Skills

Doctor Jubal Harshaw, once upon a time (or once upon a future time, depending on your perspective) decreed:
"A Man should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently and die gallantly. Specialization is for insects."
Knowing Dr. Harshaw as I do, I'm sure "man" should be construed to mean "mankind", the good doctor being a well known feminist. Even were he inclined to such misogyny, the women in his orbit would surely have made his life hell. Doubtless, the scoundrel Robert Heinlein has misquoted Dr. Harshaw.
Notwithstanding the inaccuracy of Heinleins account, Dr. Harshaws assertion is as good a place as any to start. Let's take a look at each item and see how it's useful to us, shall we?
- Change a Diaper
- As long as there are diapers to change, the womenfolk can't be far away.
- Plan An Invasion
- Depending on the nature of the Kerfuffle, invasion planning may not be required right away. Keep a copy of "The Art of War" handy, just in case.
- Butcher A Hog
- To this I would add "Raise A Hog"
- Conn A Ship
- Surely, Dr. Harshaw had some sort of interstellar craft in mind. For our purposes, I believe equine skills might be more appropriate.
- Design A Building
- Midwest Plan Service will be helpful here. Just get all you can now.
- Write A Sonnet
- Not that I see sonnet writing as a very useful skill, but I won't object if someone wants to keep Shakespere's works handy
- Balance Accounts
- Consider that the currency won't necessarily be dollars. Grains, spices, chickens ... who knows?
- Build A Wall
- Always a useful skill. Don't forget, logs and rocks make good walls, too.
- Set A Bone
- Keep a Boy Scount handy.
- Comfort The Dying
- Hopefully, if we do all our other skills well, this won't be required very often
- Take Orders
- Assuming there's anyone around to take them
- Give Orders
- Same, but reversed
- Cooperate
- No arguments here
- Act Alone
- Which I suspect may be required frequently
- Solve Equations
- This is one of those skills like getting to work on time - even the most rudimentary ability will set you above the crowd
- Analyze A New Problem
- Of which there will be plenty
- Pitch Manure
- Also, be sure you have something to make the manure
- Program A Computer
- At a minimum, be able to change out the hard drive and reinstall the OS - yes, I believe the computer will still be valuable
- Cook A Tasty Meal
- Never a bad skill, anyway - some old cookbooks would be a good idea
- Fight Efficiently
- Don't pick the fight, but feel free to end one by any means
- Die Gallantly
- If this is important to you, remember you only get one chance
Those skills are a good start, but not enough, in my considered opinion.
Here are a few more skills that, in addition to those above, comprise a minimum sort of skill set for life after the big kerfuffle
- Raise Livestock
- Even if you don't have enough land to raise your own, other who do will need skilled help
- Raise A Garden
- It doesn't take a great deal of land to raise a lot of food - concentrate on sustainable, organic agriculture
- Food Preservation
- Canning, curing and drying are probably the most useful
- Gather Firewood
- Fell the tree with a crosscut saw, cut it into managable sizes, haul it home, split, stack
- 18th Century Carpentry and Woodcraft Skills
- Focus on pre-power tool skills. The Adz, Draw Knife, Plane, Froe, Mallet And Similar Tools
- Beekeeping
- Sugar will be hard to come by if the trucks aren't running
- Cooking On A Woodstove or Open Fire
- These are not as simple as they might sound
- Soap Making
- Soap can be a byproduct of woodburing and might be a valuable trade item
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