Chapter 13

PROP AND WEAPON GUIDE

There are quite a few props that you will need to provide, depending on the abilities and perks that your character chooses. Detailed in this chapter are the rules and guidelines for creating props that will be approved and checked and design guidelines for non-combat props.

Cyberware Props

Some cyberware items will require you to have a cybernetic prop to use. During an event in which you get this cybernetic installed, you do not need to have the prop ready, but will need to find a costuming solution by the next time your character checks into the game. The staff of the game may have temporary cybernetic props that you can use to represent your new cyberware if you wish.

  • Cyber-Arms: This prop should look like a metallic or robotic arm. This can be accomplished by creating an armored covering that has high tech looking elements like  lights, wires or electronics. You may also use printed robotic or metallic looking sleeves. For good examples of this search online for “robot compression sleeves” or “robot cooling sleeves”.
  • Cyber-Legs: This prop should look like a metallic or robotic leg. This can be accomplished by creating an armored covering that has high tech looking elements like  lights, wires or electronics. You may also use printed robotic or metallic looking leggings. For good examples of this search online for “robot printed leggings”.
  • Cyber-Eye: This prop should look like either an external eye replacement like high tech goggles or a monocle, or some sort of facial marking (easiest accomplished with fake tattoos) that shows that there are cybernetic attachments applied to your eyes. Although it is NOT required, a decorative contact in a high tech style would qualify as a cyber eye prop.
  • Carapace: This prop is a full body prop, and is easiest accomplished by creating or obtaining a full body jumpsuit or unitard with robotic markings on it. This can also be done with fake tattoos showing large exposed robotic features like joints and 

Packet Props

Bows and Crossbows have the option to be used as packet bows. Packet bows use packets as “ammo” and allow you to throw the packet instead of firing anything. To create these packets:

  1. Cut a 6 inch by 6 inch square of fabric.
    1. Choosing a unique pattern or color for your fabric will make your arrows much easier to identify.
    2. The fabric chosen should not have anything attached to it, like sequins or studs.
  2. Fill the cloth with a minimum of 1/4th of a cup of filler material.
    1. Acceptable filler material: Biodegradable Airsoft pellets, soft foam chunks, rubber bands, soft silicone pellets, cut up blaster darts, foam stress balls.
    2. DO NOT USE: Seeds, organic fillers, metal, sharp fillers.
  3. Take the corners of the cloth, and fold all 4 together. The filler should form up into a small ball on the bottom of the packet.
  4. Secure the ball of filler by binding the packet with a tie.
    1. You can use string or yarn to tie your packet, but it is much easier to use rubber bands or hair ties.

Blaster Props

FIREARMS PROPS

Firearms props are foam projectile launching blasters. Firearms props cannot be looted from characters or taken from the environment unless they are checked with a pink label to mark them as available to be looted or taken (these must be returned to their owners at the end of the event). Firearm props do not need to be crafted and as long as you provide the prop, you can use any firearm prop you choose but you must provide the prop. You must use the ammunition provided by the game, and must not bring your own ammunition (see below for more information on ammunition).

All blasters must be painted. Black or gray at the simplest, but more decorative realistic paint work of any color scheme that fits the post apocalyptic theme is highly encouraged. An orange tip is allowed, but not required.

Firearm props will also fall into at least two of the categories listed below, but may fall into as many as appropriate for the prop. If you are unsure what your blaster qualifies as, you can contact event staff and they will help assign your blaster. Some perks or abilities only function when you are using a specific category of firearm prop. Each ranged weapon prop you carry has an encumbrance of 1 (see below).

  • Semi-Auto: Semi-Auto props fire one projectile per trigger pull. Props with the capability to fire short bursts with one trigger pull (3 round burst fire for example) but that cannot be used as an automatic, count as semi auto. 
  • Automatic: Automatic props fire projectiles repeatedly, one after another as long as the trigger is pulled. Props with the capability to fire short bursts with one trigger pull (3 round burst fire for example) and that can be used as an automatic as well, count as automatic. 
  • Shotgun: Shotgun props fire multiple projectiles at a time. 
  • Ballistic: Ballistic props are any blaster that uses regular dart ammunition (in-game term: bullet).
  • Plasma: Plasma props are any blaster that uses large dart ammunition (in-game term: plasma round). These props have access to a large selection of weapon modifications and special ammo types.
  • Laser: Laser props use ball style ammunition (in-game term: laser charge).

STANDARD DART-FIRING BLASTERS

  • Must be able to use standard-sized darts (roughly 7.2 cm x 1.2 cm OR 2.84 inches x 0.51 inches), which are known as “bullets” in game.
  • Half darts or other cut-down darts cannot be used.

LARGE DART-FIRING BLASTERS

  • Must be able to use large-sized darts (roughly 92.075 mm x 19.05 mm OR 3.625 inches x 0.75 inches), which are known as “plasma rounds” in game.
  • Half darts or other cut down darts cannot be used.

BALL-FIRING BLASTERS

  • Must be able to use standard sized ball ammo (roughly 23 mm or 0.7 inch diameter), which are known as “laser charges” in game.

ALL BLASTERS

  • Maximum FPS: 120 for electric and non-electric blasters.
  • Homebuilt blasters (“drainblasters”) are not allowed.
  • Do not combine blasters and melee weapons.

Bow and Crossbow Props

BOWS AND CROSSBOWS

Bows and crossbows are weapon props, and cannot be looted from players. These props do not need to be crafted, and you can use bows and crossbows that can come in two forms, functioning and nonfunctioning.

  • Functioning Bow And Crossbow Props: Bows and crossbows that are capable of launching projectiles will need to be approved and checked. These weapons can be used to fire approved and checked arrow props as quickly as you are able to use the prop. 
  • Nonfunctioning Bow And Crossbow Props: Bows and crossbows that are not able to launch projectiles do not need to be approved or checked. These kinds of props use approved and checked packet ammo instead of arrow props. When you use a nonfunctioning bow or crossbow prop, you must place the packet ammo behind your head or mimic drawing your bow or crossbow with the packet before you throw it.

TOY BOWS AND CROSSBOWS

  • Most popular foam-firing toy blasters are allowed by default. They rhyme with “Smuz-bee” and “Smerf” (can’t publish the real names).

NON-TOY BOWS AND CROSSBOWS

  • Maximum pull: 25 pounds.
  • Do not use compound bows or crossbows (using pulley systems)

HAND CRAFTED AMMUNITION

  • Shaft
    • Fiberglass, aluminum, plastic, or graphite.
    • Minimum shaft tip diameter: 1⁄2 inch. Must be solid (i.e. wrapped in duct tape and capped with a penny or affixing a washer into the shaft with a glued-in screw).
    • Must use a minimum 2 inches of foam at the front of the shaft.
    • Must use closed-cell foam for the first 1⁄2 inches immediately after the end of the shaft.
    • Any real arrowheads or tips included must be removed.
  • Head
    • Diameter: 2 1⁄2 inches.
    • Must be foam with a cloth cover.
  • All
    • Must use firm (but compressible) foam that will not deform on impact.
    • Very soft foams (like couch cushion foams) don’t count towards the required 2-inch minimum of foam.

PREFABRICATED AMMUNITION

  • Requires staff inspection for approval. We advise you to check with staff before purchasing this ammunition (which can often be expensive).

Melee Props

MELEE WEAPON PROPS

Melee weapon props are items that cannot be looted from characters or taken from the environment unless they are checked with a pink label to mark them as available to be looted or taken (these must be returned to their owners at the end of the event). You can use any approved and checked melee weapon props you choose, but you must provide the prop and it must fall into one of these categories. Each melee weapon prop you carry has an encumbrance of 1 (see below).

  • Light: Light melee props are under 2 ft. in length and require only one hand to use.
  • Standard: Standard melee props are between 2 ft. and 4 ft. in length and require only one hand to use.
  • Heavy: Heavy melee props are above 4 ft. and less than 7 ft. in length and require both hands to use. If you have a disabled arm, you cannot use this weapon until you recover your disabled limb.

All melee weapons used in an Afterworlds game must follow these guidelines.

GENERAL GUIDELINES

  • Must be mostly rigid and must not flop around when swung (it should have a little give, but not too much).
  • Must not bend when it contacts other objects.
  • If a weapon is too flexible, it will require a core to be legal.

PROHIBITED WEAPON QUALITIES

  • Cannot be constructed with loose ropes, cords, wires or chains attached.
  • May not have a fulcrum like in a flail, or nunchaku.
  • No hard, exposed protrusions like spikes, studs or bolts.
  • No weapons that are used like a punch (katar, punch dagger, cestus or brass knuckles).

WEAPON CORES

  • PVC/CPVC
    • Minimum 1⁄2 inch
    • Minimum schedule (SCH): 40 or higher
  • Fiberglass (Solid Fiberglass Rods, Kitespar, Flagpoles)
    • Minimum 3⁄8 inch.
    • Wrap the core in grip tape to protect your hands.
    • Wear gloves and a mask when working with fiberglass. When sawed, glass fibers make microscopic splinters and damage lungs.
  • Carbon Fiber
    • Minimum 375/1000 inches.
  • Bamboo
    • Minimum 1⁄2 inch.
    • Must not be rotten.
    • Must be free of cracks and sanded at both ends for safety.
  • Graphite Shafts
    • Minimum 3⁄8 inch.

WEAPON PADDING

  • All weapons must have a minimum padding of 3⁄4 inch that covers all sections of the weapon. Handle sections may be left unpadded, but weapons with large handles like spears or axes must have most of the shaft padded.
  • There must be at least 2 inches of padding on the ends of weapon cores.
  • Padding must protect those who are struck with the weapon from bruising and general harm. Researching the most common types of foam for LARP weapons is advised when building your prop.

WEAPON SKINS

  • All melee weapons must be “skinned” (covered).
  • Acceptable skinning materials:
    • Duct tape
    • Plasti-dip
    • Cloth
    • Cloth tape
    • Rubberized coatings

PRE-FABRICATED WEAPONS

  • Most pre-fabricated (store-bought) weapons will not conform to these requirements, and will need to be approved on a case-by-case basis. We advise you to check with staff before purchasing a weapon (which can often be expensive).
  • Tears or holes in the foam of pre-fabricated weapons will require repair before use. Pre-fabricated weapons with tears near the tips of cores will fail a safety check.

Unarmed Props

Unarmed props are special versions of melee props and as such need to follow the same rules found above. However, unarmed props have the following additional or modified requirements.

LENGTH

  • When held, an unarmed prop cannot grant you more than 10 inches of reach from your hand. Unarmed props must be created to be used with one hand.

SHAPE

  • Unarmed weapons cannot be designed to look like readily identifiable melee weapons (knives, axes, etc.) other than a nondescript club. However, they can be designed to look like fists, hands, claws or the like.

COMBAT DESIGN

  • Unarmed weapons ESPECIALLY need to take into account the rule in melee weapon construction about “No weapons that are used like a punch”. The easiest way to imagine this, is if you were swinging the weapon and it suddenly became invisible, would it look like you are punching? If so, it is not an acceptable weapon.

Thrown Weapon Props

THROWN WEAPON PROPS

Thrown weapon props are items that cannot be looted from characters or taken from the environment unless they are checked with a pink label to mark them as available to be looted or taken (these must be returned to their owners at the end of the event). You can use any approved and checked thrown weapon props you choose, but you must provide the prop and each thrown weapon you carry has an encumbrance of 1 (see below).

All throwing weapons used in an Afterworlds game must follow these guidelines.

GENERAL GUIDELINES

  • Minimum size: At least one dimension on the prop must be 6 inches.
  • Thrown weapons may not have a solid core. Weight can be added with soft silicone, rice, or another non-rigid material.

PROHIBITED WEAPON QUALITIES

  • Cannot be constructed with loose ropes, cords, wires or chains attached.
  • No hard, exposed protrusions like spikes, studs or bolts.
  • No sharp points.

WEAPON SKIN

  • All thrown weapons must be skinned (covered).
  • Acceptable skinning materials:
    • Duct tape
    • Plasti-dip
    • Cloth
    • Cloth tape
    • Rubberized coatings

PRE-FABRICATED WEAPONS

  • Most pre-fabricated (store-bought) throwing weapons will not conform to these requirements, and will need to be approved on a case-by-case basis. We advise you to check with staff before purchasing a weapon (which can often be expensive).
  • Tears or holes in the foam of pre-fabricated weapons will require repair before use.

Shield Props

All shields used in an Afterworlds game must follow these guidelines.

  • Standard shields cannot exceed 4 square feet in total area. 
  • Large shields cannot exceed 6 square feet in total area.
  • Holes or carve outs do not deduct from the total area of a shield and cannot be used to make the shield cover a larger area.
  • All edges must be padded with at least ⅝ inch foam.
  • Shields may not have any protrusions, sharp edges, or any hazards that could harm the user or any other participant.

DIMENSIONS

  • Standard Shields must have a total area of no more than 4 square feet. For instance, 2ft by 2ft rectangle or a circle with a diameter of 27 inches would both qualify for a standard shield.
  • Large Shields must have a total area of no less than 4 square feet, and no more than 6 square feet. For instance, a 3ft by 2ft rectangle or a circle with a diameter of 33 inches would both qualify for a large shield.
  • You do not need to stick to rectangles or circles for shapes however, but you will need to do the math to determine the total area of your shield.

DESIGNS

  • Can be curved but cannot have added depth of more than 6 inches.
  • Must be able to be held with 1 hand without difficulty.

SAFETY

  • All edges must be padded with a minimum of 5⁄8 inches of foam.
  • No spikes that could hurt someone.
  • No sharp edges.
  • No pieces that would form a hazard to either a wearer or attacker.

 

Chapter last updated:
2025-03-13 22:56:24