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No Heaven System Document

A rules system is not the entirety of a LRP system, it is the foundation. There are plenty of aspects of the game which are not represented by concrete rules, but by situations players will encounter at events such as puzzles, treacherous terrain, alien species, and more.

With that said, here is an outline of the rules system for No Heaven as it stands. It defines the more concrete elements of the game such as combat rules where it is important that everyone is on the same page before the game starts. This is the crunch of No Heaven, but there should be plenty more at games than what you will find in this document.

The Boring Stuff

Written by: David "Yoda" Odie Contributors: Andrew MacAdam-Subedi, Charlie Holdway Proofreaders: Gordon McDonald, Ben McCallum, Sonja Hammes, Cara Packwood, Theresa Austin License: Creative Commons Attribution 4.0 International Version: 0.2.4 (20200303)


0.2.4 (20200303):

  • Fixed faction names in line with recent updates
  • Removed rules for armour providing hits
  • Replaced Nanoweave Plating with two new Interfaces
  • Other small tweaks

0.2.3 (20180815):

  • Clarified medical rules
  • Clarified use of Interfaces

0.2.2 (20180420):

  • Added weapon safety guidelines

0.2.1 (20180307):

  • Added in-character descriptions of what the special calls do

0.2.0 (20180305):

  • Added rules for combat calls and systems
  • Added rules for contact and consent
  • Added E&D policy

0.1.3 (20180209):

  • Added Orbital Scanner Access

0.1.2 (20180207):

  • Changed Traumatic Injuries to Conditions and split into Physical and Nanotech Conditions
  • Added Nanotech Icebreaker Interface
  • Added Character Creation section
  • Moved Resources section
  • Replaced guesswork numbers with clear notice that numbers still need balanced
  • Fixed formatting issues

0.1.1 (20180125):

  • Added Environmental Interfaces


  • Initial Review Version

Character Creation

  1. Pick your faction (see No Heaven website for more details)

    • Martian Dominion
    • Ceres Workers Collective
    • Lagrangian Colonies
  2. Select your faction-mandated Nanotech Interface
  3. Select three Nanotech Interfaces of your choice
  4. Select a starting Resource

All characters begin with four hits before any modification from equipment or Nanotech Interfaces.

Nanotech Interfaces

All characters have four nanotech interfaces which can be swapped out between events. New characters have one of their interfaces assigned by their faction, and the other three are the ones best suited to the character's strengths.

The Martian Dominion require all of their members to have a Nanowarfare Activation Package so they make the most of melee weapons.

The Ceres Workers Collective provides all of their members with a Nanotech Maintenance Interface so they can perform emergency repairs.

The Lagrangian Colonies provide either the Analysis Package or the Medinano Interface so that all their citizens can make a valuable contribution as they prefer.

Combat Interfaces

Military Smartlink - With this interface, you can disable the nanotech safety systems on military-grade ranged weaponry while you are using the weapon. This allows you to use Rival-type weapon phys-reps.

Nanowarfare Activation Package - With this interface you can enable the nanowarfare systems in enhanced melee weapons and utilise their special calls.

Auto-Injector - This interface can convert your body's fats and proteins into short-term boosts, allowing you to carry on beyond your limit. Once an hour, can heal two hits in exchange for a Condition.

Nanoweave Bone Lacing - This interface reinforces your bones, hardening them against impacts. This provides you with two extra hits but makes Physical Conditions involving broken bones more complex to repair (role-play effect). This is incompatible with High Gravity Nanoweave Support Structure.

Wired Nerves - This interface speeds up your reaction time in dangerous systems allowing you to minimise damage. This provides you with two extra hits but makes Conditions involving the nervous system more painful and complex to repair (role-play effect).

Medical Interfaces

Medinano Interface - With this interface, you can activate medinano supplies to repair damage to yourself and others as per the healing rules.

Bio-interface Override - This interface allows you to interface with someone else's nanotech (but not your own) in order to assist with repairs of injuries and Physical Conditions.

Engineering Interfaces

Nanotech Maintenance Interface - With this interface, you can issue commands to latent nanotech to initiate repairs with available materials. Materials may need to be provided in some cases. May repair Shattered weapons with thirty seconds role-play, and other items as appropriate. May take a point of damage to repair a Shattered weapon in five seconds. Armour can be repaired with this interface at a rate of thirty seconds per hit provided by the armour.

  • Nanowarfare Enhancement Interface - With this interface, you can issue commands to nanotech assemblers to create or modify melee weapons to have enhanced ability profiles as per the crafting rules.
  • Nanomotile Armour Enhancement Interface - With this interface, you can issue commands to nanotech assemblers to create or modify armour to have enhanced ability profiles as per the crafting rules.
  • Medinano Crafting Interface - With this interface, you can issue commands to nanotech assemblers to create medinano supplies as per the crafting rules.

Nanotech Icebreaker Interface - With this interface, you can issue commands and overrides to nanotech-based systems. This is primarily used to assist with resolving Nanotech Conditions.

Scientific Interfaces

Analysis Package - With this interface, you can link to external scanning systems to analyse objects and situations. Analysis queries are submitted via electronic interface, and results will be automatically provided after appropriate time has lapsed. An appropriate scanner phys-rep is required (anything from a tricorder to an MRI machine in nature).

  • Mnemonic Enhancer - With this interface, you can utilise experimental memory-access nanotech to access deep-seated memories and see what information you can recall about a topic. Only publicly available information can be accessed in this fashion (without specific reason otherwise), and this only provides information recall, not analysis. These queries are submitted via an electronic interface and results will be delivered after the ref team has had appropriate time to review your query which may mean no response until the next day. You may only have one active query at any given time. This ability is essentially the same as visiting an information archive.
  • Orbital Scanner Access - This interface provides uplink protocols and access to the fleet's scanners, allowing you to request deep scans of nearby locations in order to locate material/items matching a supplied signature. This will provide you with a list of tagged locations where significant quantities of the specified material/item can be found. Some items are easier to find than others, and you must have a scan of the material/item in your Analysis history.

Xeno-nanotech Interface - This interface has limited utility outside of research, but allows human nanotech to interface with known strains of xeno-nanotech as if they were human nanotech. This will have limited utility at most games, and games where it might be useful should have it flagged in the premise.

Environmental Interfaces

Dust/Toxin Filters - This interface removes dust particles and toxins from the air, allowing you to breathe without other equipment in certain kinds of harsh environments. Significant exposure to those environments may overwhelm the filters.

Artificial Gills - This interface uses electrolysis to separate oxygen from water and other oxygen-containing liquids allowing you to breathe underwater.

High Gravity Nanoweave Support Structure - This nanotech package reinforces your bones and internal organs to deal with the stress of high-gravity environments. Without this package, your movements in high-gravity environments are restricted. This is incompatible with Nanoweave Bone Lacing.

Emergency Atmospheric Protection - Also known as the Emergency Lung, this interface automatically deploys in the event that you unexpectedly enter an environment that either lacks atmosphere or the atmosphere that exists is harmful. It deploys a protective barrier over soft tissues and orifices and has a limited supply of oxygen to sustain you until you can return to a safe environment. In the event of this interface being deployed, you will have five minutes of air (ten minutes if you take no action and remain prone), after which you will begin to take damage due to oxygen deprivation unless you have an alternative supply of air.


Each character has a personal resource which provides something which could be use in game. These will be provided at the start of each game.

  • Medinano Supplies: doses of Medinano (costs still to be balanced)
  • Nanotech Supplies: supplies (costs still to be balanced)
  • Armoury Access: a randomly selected enhanced weapon with one event left

Character Advancement

The short form is that there isn't any. There is no experience or equivalent system in place. Instead, we are borrowing a system from Odyssey (a Profound Decisions LRP) wherein you can change your character sheet between events.

Exchanging Interfaces

Over a protracted period of time, you can remove one nanotech interface package and replace it with another. This takes both extensive time and specialised equipment (which is not field-ready) to do safely, so this is not something which is can be done during time in under normal circumstances.

Between events, you can swap your existing interfaces for different ones if you want to, whether that means changing one or changing all of them.

Exceptional Circumstances

As there is a note above talking about normal circumstances, there is bound to be questions about what exceptional circumstances might be.

In order to make room for a new nanotech interface, a character with Bio-Interface Override can trigger an emergency flush of existing nanotech interfaces. This is not a clean process, and causes damage due to the trauma of ejecting your integrated nanotech interfaces. If you undergo an emergency flush of nanotech interfaces, you will take a Nanotech Condition each time as you throw up - or otherwise eject - the flushed nanotech. In order to make room for a new interface in this fashion, you will need to flush two existing interfaces as the emergency flush is not careful enough to leave all interface links intact and you do not have the time to recreate new ones. If the process is repeated for some reason, you will only need to flush one interface as there will be enough remaining links to install new interfaces without further loss. If you flush two interfaces at the same time, you only take one Nanotech Condition. Flushed nanotech is inert and cannot be reactivated.

Installing a new nanotech interface in the field requires that the nanotech package to be installed be available and on hand. The installation is intended to occur in a sterile environment where it can be monitored and interference from outside influence can be ruled out, and where the nanotech can be brought online over time to ensure compatibility. Without that sterile environment or the monitoring equipment, and with the need for rapid activation, there are complications that can occur ranging from organ failure to nanotech recognition errors (which can lead to grey goo scenarios). Any field installation of nanotech must be done with great care, and be monitored as closely as possible. Gaining a Nanotech Condition from emergency field installation of nanotech is a near-certainty, something which cannot be said of normal shipboard installation.

New Nanotech Interfaces

Something that can potentially be done is the development of new nanotech interfaces. These will initially be available only to the people who develop it, and those they choose to share it with, but will eventually become available to all characters. Developing new nanotech interfaces takes time and effort, and must be progressed during uptime (including experimental phases). There is no guarantee that new interfaces will be able to progress past the experimental phase.

Damage & Healing

All characters have three hits before any modifications from Interfaces or equipment.

Whenever you feel an impact from a weapon, you take one point of damage.

If you have no hits left, a Physical Condition is inflicted which can be resolved by referees after the combat (or during if time and opportunity allows). You are not at risk of dying at this point and your condition will not deteriorate further, but you cannot continue acting until you somehow regain hits, and are likely in a great deal of pain. Unconsciousness is optional.

If you hit zero hits with three untreated Conditions, then you are Terminal, with injuries too severe for medical treatment to repair. You may not take actions while Terminal, but do not need to die immediately.


Broken limbs, ruptured organs, pulmonary attacks, nanotech failures, nanowarfare attacks - the severe injuries and non-standard problems that basic nanotech treatments can't account for. Sometimes it just needs someone to reset the broken bones into position and the nanotech can take care of the rest; other times it needs careful calibration of medinano systems to reassert proper functionality; and yet other times it needs an engineer and a lot of luck.

When a Physical Condition is inflicted, the character's internal nanotech refrains from repairing it in case they do more damage in the healing process. A character with a Bio-Interface Override can guide their internal nanotech through the correct repair procedure.

When a Nanotech Condition is inflicted, the character's internal nanotech tries to contain the problem to prevent more damage from occurring. Correct handling of the condition needs to be directed by someone with a Nanotech Icebreaker Interface.

Other condition types such as Mental Conditions may be added, but will have a less system-oriented means of resolution.

You are likely in great pain due to the Condition, and should role-play this appropriately. Where possible, refs will ensure the Condition suits the nature in which it was inflicted, and this should be kept in mind when role-playing the Condition before it is resolved. You won't get a Compound Fracture from a gut-shot to the belly, but you might from a Cleave.

Example Physical Condition: Compound Fracture

Someone else needs to guide the bones back into position before the healing process can begin. Appropriate role-play of re-inserting the bones and aligning them is required to repair this Condition. Once that is done, the nanotech healing can be restarted by a character with the Bio-Interface Override Interface though it will still be painful to use the limb for several hours while the repairs are underway. While affected by this Condition, you cannot regain hits naturally.

Example Nanotech Condition: Nanowarfare Strike

Rogue nanotech has penetrated your defenses and is scrambling your systems. As your internal defences try to contain the infection, your interfaces glitch out, and you experience great pain as your body is ripped apart and repaired internally. If you wish to phys-rep this Condition, bleeding from eyes, nose, and ears is entirely appropriate. While affected by this Condition, you cannot regain hits naturally or use your Interfaces. This condition can be removed by a character with the Nanotech Icebreaker Interface.

Emergency Healing

A character with the Medinano Interface and medinano supplies can boost a character's healing rate to restore two hits immediately. A character without a Medinano Interface and medinano supplies can boost another character's healing rate to restore one hit immediately. Medinano supplies are costly and limited in availability.

Someone with the Medinano Interface can also restore two hits to another character at the cost of one hit from themselves, or they restore someone up to a maximum of six hits at the cost of inflicting an appropriate Condition on themselves.

Regular Healing

With the proper application of protein and glucose supplements, and time to rest, a character's nanotech can restore them to full health remarkably quickly. Half an hour's rest with food and drink is enough to restore a character to full hits.

This does not restore Conditions unless specified otherwise.


Ranged Weapons

Civilian grade: Nerf Elite, Nerf N-Strike, Nerf Zombie Strike, Nerf Doomlands, or equivalent

Military grade: Nerf Rival, or equivalent

See weapon safety guidelines for more information.

Melee Weapons

Any standard melee weapon appropriate to the character's culture and the setting. Only phys-reps of actual weapons are capable of being loaded with Nanowarfare.

Examples: rapiers, sabres, power swords, chainswords, wrenches, katanas, crowbars

See weapon safety guidelines for more information.


Light Armour: Plate carrier or equivalent. Minimum coverage: torso.

Heavy Armour: Plastic or foam plate armour. Minimum coverage: torso, arms, legs.

There are no additional hits gained from wearing armour. Armour protects a character from Cleave if struck in an armoured location. The head is considered to be armoured if armour is being worn on the torso.

Most fabrics used for clothing are impregnated with nanotech to some degree (it allows for self-repair, cleaning, and colour changing along with other less utilitarian features) and this means that even relatively normal clothing can turn a bullet sometimes. Many civilian-grade ranged weapons can be deflected even by normal civilian clothing, though it is far less effective at dealing with military-grade weapons or melee weapons.


Melee weapons and armour can be enhanced with a single upgrade profile which will be represented by an item card. These enhanced profiles expire after one year.

Crafting is done via dedicated nano-assembly stations. Insert the phys-rep, program the nano-assemblers, and set the program running. When the assembly program is done, you can collect the appropriate item card from GOD. If the item card is not attached to the item, it does not gain the benefits of the upgrade.

Melee Weapons

Melee weapons can be enhanced with one of the following profiles as long as the appropriate supplies are available to the crafter:

  • Dainsleif nanowarface package

    • Call Cleave once per hour (costs still to be balanced)
  • Excalibur nanowarfare package

    • Call Shatter once per hour (costs still to be balanced)
  • Mjolnir nanowarfare package

    • Call Strikedown once per hour (costs still to be balanced)
  • Kusanagi nanodefence package

    • Call Resist to a Shatter call once per hour (costs still to be balanced)

Use of melee nanowarfare packages requires the Nanowarfare Activation Package.


Armour can be enhanced with one of the following profiles as long as the appropriate supplies are available to the crafter:

  • Kavacha nanodefence package (Heavy Armour)

    • Call Resist to a Strikedown call once per hour (costs still to be balanced)


Each dose of medinano takes X supplies to create. (costs still to be balanced)

Efficient use of Medinano requires the Medinano Interface.

Other Rules & Systems


One Second Rule

All combat actions must take at least one second to accomplish. There is no tactical advantage to be gained from drum-rolling, and automatic fire's main usage is causing your targets to take cover.

If you are struck more than once per second from a single distinguishable source, you may ignore excess hits. Being caught in a stream of automatic fire will still only cause one damage per second, but you are guaranteed to take that damage if you are not behind cover.


When the Strikedown call is used, the nanowarfare package in the weapon disrupts the victim's sense of balance and direction, causing the victim to fall over. In some cases, the nanowarfare package has been known to induce temporary paralysis of the lower limbs or spinal column, also inducing a fall. The effects are usually temporary and rarely cause lasting damage.

If you are hit with a Strikedown call, you are expected to end up on the floor. You may still defend yourself while you are down, but you must hit the floor before you can get back up.

You may take two steps before falling over in order to account for concerns such as health and safety.

Kneeling is not an acceptable substitute for falling over.


When the Shatter call is used, the nanowarfare package in the weapon attacks inorganic bonds and structural nanotech in the affected item in order to cause the affected item to break, rendering it useless until repaired. Many items are imbued with nanotech enabling self-repair, but the nanowarfare packages are able to overcome standard defenses. That the item's own nanotech is defending against the attack is why items rarely crumble into pieces when struck with this nanowarfare package.

An item struck with a Shatter call is broken, and cannot be used until it is repaired.

Armour and large items are unaffected by Shatter, but the ability can be used on items beside weapons.

Shattered items will self-repair after one hour unless otherwise stated.

Shattered items can be repaired by characters with the Nanotech Maintenance Interface.


When a Cleave call is used, the nanowarfare package in the weapon attacks the body's nervous system, causing the affected area to become non-functional. Modern medinano defences are able to isolate the symptoms to a single area and prevent it from spreading. If the nanowarfare package reaches the spinal column through a blow to the head or torso, then the attack on the nervous system causes massive damage and inflicts severe injuries.

If you are struck by Cleave on an unarmoured location, that location is rendered unusable until repaired. If you are struck on the head or chest, you are reduced to zero hits immediately; this means that you also receive an appropriate Condition as per the damage rules.

In order for armour to protect against Cleave, the blow must physically strike the armour.

If you are wearing armour of any kind, the head is considered to be armoured for the purposes of Cleave regardless of phys-rep.

Repairing Cleave requires use of Medinano supplies (requires a character with the Medinano Interface) or one minute of uninterrupted role-play from a character with the Bio-interface Override.

Resting overnight will also restore a Cleaved location.


When the Resist call is used, a nanodefence package is kicking in to defend against a particular nanowarfare attack.

Calling Resist counteracts the special call just used on you. In the case where multiple calls are being used and there could be doubt as to which one you are calling Resist against, you should specify "Resist " such as "Resist Shatter".

Call Usage

In order to use a special combat call, you must make an appropriate heroic blow with a melee weapon and shout the call clearly so your target can hear it.

In order to use a Resist call, you must respond to the blow struck with a clearly shouted call of Resist.

If a Shatter or Strikedown is used, and your opponent does not seem to take the call and did not use a Resist call, you may consider the call to have not been used.

In the case of Cleave, you must assume that the target had appropriate armour to resist the call, but you may inform a referee if you are concerned that your opponent did not have suitable armour.

Hand-to-hand combat

There is no system for hand-to-hand combat. Personal disagreements are settled with weapons, not fists.

Hits and armour

All characters begin with three global hits. Characters may improve this through the use of Interfaces.

Armour provides protection from Cleave, but only on the locations it physically protects.


This is a full-contact LRP system, which means that all combat is resolved through physical means. There are, however, some points of clarification.


If you are searching another participant, you must feign searching only unless you have their explicit and spoken consent to do otherwise.

Physical contact

While there are many acts of physical contact taken for granted such as shaking hands, high fives, and clapping someone on the shoulder, all participants should be aware that not everyone is happy to engage in such contact. Be aware of what you are doing and be aware that not everyone will share your level of comfort with physical contact.

While we are aware that people can get caught up in the moment, if someone objects to a particular form of physical contact, please refrain from it. If in doubt, keep physical contact minimal and telegraphed, or ask before engaging in the action.

e.g. Hold your hand out to be shaken; do not take their hand without warning. e.g. Offer a hand to someone who has been struck down; do not haul them to their feet.

Moving another character

In the likely event that a character has fallen and needs to be assisted away from a combat area, make allowance for player preferences on physical contact, and do not simply start moving them without warning.

It does not take long to establish whether someone is comfortable to be carried off the battlefield or whether they would prefer to simply role-play that they are being assisted off the battlefield.

If your character is carrying another character, then regardless of the actual physical situation, you may not move quicker than a slow walk. If two characters are carrying a third character between them, they may move at a quick walk, but may not run. There is no point at which running is an option while carrying another character.

To summarise rules on consent: consent is paramount. The consent of all individuals is required for any action, and should not be assumed to be persistent once granted.

The general assumption is that individuals who are participating in the LRP have given their consent to engage in activities relating to the LRP. This assumption is only taken to cover activities directly relating to the nature of the events, and can be withdrawn at any time.

Participants are also assumed to have provided consent for photography by sanctioned event photographers, and for such photography to be used for promotional purposes.

All participants have the right to assert their removal of consent for any given activity. If you wish to revoke your consent regarding photography or use of that photography, contact the game team who will inform the sanctioned photographers.

Mental health

All participants have the right to remove themselves from a situation which makes them uncomfortable out-of-character in any way. If required, a suitable alternative resolution to the activity can be determined.

All participants have the right to a safe and quiet space if and when needed, and referees will make one available upon request if there is not a pre-assigned area for the purpose or if another space is needed for any reason.

Equality & diversity

We are committed to providing a safe space for all participants. As such, the following are prohibited:

  • Discrimination based on out-of-character attributes
  • Use of derogatory or bigoted language based on out-of-character attributes
  • Sexual harassment of any kind
  • Making references to certain unacceptable themes
  • Becoming intoxicated such that you cannot role-play safely
  • Smoking or vaping inconsiderately
  • Use of illegal substances
  • Filming or photographing others without their consent
  • Interfering with another person's belongings or mobility aids
  • Attempting to shrug off responsibility for your own actions.

If you break this policy, we can:

  • Offer you a warning and/or discuss the situation with you
  • Ban you from attending future events
  • Ask you to leave the event
  • Share certain information with other organisers, at our discretion
  • Take legal action, if the situation is sufficiently serious

We will:

  • Take all complaints seriously
  • Keep your information confidential, especially around complaints
  • Aim to provide any reasonable adjustment needed to improve accessibility

This policy is based on the E&D policy by Snakepit Games and can be assumed to follow similar guidelines and attitudes, as well as the expansions on these elements found within the full document.

Weapon Safety Guidelines

Only weapons checkers for this system are allowed to check weapons and declare them safe. Anyone else declaring weapons safe will be given a warning.

Any weapon declared unsafe by a weapons checker must be removed from IC areas and remain unused for the duration of the event.

Using a weapon previously declared unsafe by a weapons checker may lead to being asked to leave site without refund.

Weapons check has the final say on the safety of all weapon phys-reps and their decision cannot be overturned.

Ranged Weapons

As ranged weapon phys-reps, we accept Nerf or equivalent blasters as phys-reps. The basic rules are:

  1. No airsoft weaponry
  2. Must be capable of firing foam projectiles a. Standard Nerf darts for civilian weapons b. Standard Nerf Rivals balls for military weapons
  3. No modified internals a. This explicitly includes motor upgrades, removal of restrictors, and any other modification intended to improve the velocity at which projectiles are launched
  4. No custom blasters a. Custom blasters are usually crafted to different standards than standard Nerf blasters and thus do not meet the safety requirements of the system

We encourage players to modify their weapons to better suit the setting in terms of style and appearance, but do not countenance the internal modification of weapons for reasons of safety.

Ranged weapon phys-reps must pass weapons check in order to be in an IC area.

Melee Weapons

Minimal safety guidelines for melee weapons are readily available and all reputable weapon crafters in the UK market craft weapons to those standards.

The following guidelines will be used by weapons checkers:

  • The rigidity of the foam must protect the core and must not have degraded and become too soft
  • The layers of foam must be securely bonded to each other and not be delaminating
  • The right kind of foam must be used for the right purpose. This stops weapons being too heavy and having too much momentum
  • The whole length of the core must be held securely in place and must not be moving freely inside the weapon
  • The tip reinforcement must not be protruding through the surface of the foam
  • The core of the weapon must be made of an appropriate material such as fibreglass or carbon fibre - not of aluminium, wood or bamboo
  • There must not be any protruding hard or sharp objects such as gems or studs
  • There must be sufficient padding on the tip, guard, pommel and haft
  • The handle must be securely attached to the rest of the weapon and must not be loose
  • The choice of former must be appropriate to the length of the weapon and must not be too heavy and rigid (especially for thrown weapons) or too light making the weapon 'whippy' (long weapons)

Melee weapon phys-reps must pass weapons check in order to be in an IC area.

Frequently Asked Questions

Skills / Interfaces

  1. Why have Interfaces instead of Skills?

    • We wanted to reflect the difference in technology levels between the game and now, and nanotech was a good way to do that. That then enabled us to provide what might be considered Skills in other systems as a form of nanotech. Once we decided to make some abilities nanotech-based, we decided to make them all in the same fashion.
    • In addition, one of the things we wanted to do was remove soft skills from the system. We didn't want any skills which only exist to give you in-game knowledge. Every "skill" in the system should have an up-time use and be more than asking the refs for answers.
  2. Why is there not an Interface for X?

    • Either we didn't think of it, or we didn't think it fit with the concept of the game. Feel free to contact us and suggest Interfaces we might have missed.
    • There are no direct knowledge Interfaces because we wanted knowledge of the game and its setting to be something players worked at rather than something we provided when required. A physicist should be able to rol-eplay their techno-babble without us feeding them the information in their ear. This means we have to put more time and effort into making sure we have plenty of available resources, but means we don't need to spend time giving people information at games.
    • There are no Interfaces which give you access to things you can either do or can't do because hard skill is king. So the Melee combat Interface lets you do special things with swords, but isn't needed to use a sword.
  3. How does the Analysis Interface work?

    • If something can be analysed using the Analysis Interface, it will have a code of some description on it. This might be a QR code or a alphanumeric code. You will be able to enter it in the provided app, and it will process the information. After a short period of time during which you can role-play your scans, it will return the results to you, which will give you the IC information you need regarding the information.
    • Analysis responses should then be stored within the app so you can look them up without having to go through the scanning procedure again.
    • If other Interfaces may be able to provide or gain more information, this will be flagged. For instance, if you were scanning alien armour, the Nanomotile Armour Enhancement Interface may be able to determine additional information on how it worked.


  1. Why is there no XP?

    • Because there's no skills to spend it on.
    • Limited slots for nanotech which can be swapped out between games works better for us as a system than a system where you add in more and more nanotech as time goes on. It forces the players to choose what they want for that particular game, rather than trying to get everything they can on their sheet in the most efficient manner.


  1. Why use Nerf darts/balls?

    • Because the perfect ranged system has yet to be developed, and we wanted a cheap and accessible system for providing a ranged system that doesn't require everyone to be shouting. A lack of calls in combat except where required for special abilities was a key factor in developing our combat system.
  2. What if you don't feel the impact because of a thick coat?

    • Then your coat's nanotech has deflected the bullet well enough to save your life - this time.
    • We ask people not to take the piss with non-armour phys-reps, but a thick or billowing coat is enough to mean you don't feel the impact of normal Nerf darts.
    • Nerf Rival balls hit much harder, however and will likely be felt even through thick clothing.
  3. Do we need goggles?

    • Eye protection is not necessary, but you may find it useful.
    • We have (accidentally) shot people in the eyes with a Rival ball at ten feet and they had no problems beyond the initial bout of swearing.
  4. Is this a combat-heavy game?

    • Combat is part of the game, but it is not going to be a constant part of the game. Much of the danger of the system comes from sources other than violent NPCs and some games may have little to no NPC interaction outside of the fleet. Having a keen mind may be more useful than stacking combat abilities on your character a lot of the time.
    • The game does have PvP elements in it, and how far that is taken is down to individual players. While there is a general ethos of working together for the fleet, there is advantage to be found in working for the individual good.
  5. Why are there more combat elements to the Interface system than anything else?

    • We wanted to make sure that we had a solid system in place which we could progress from to do other things. We also wanted to make the player's skill as important as the character's. So where some systems might have a skill that allows you to solve a test, our system allows you to solve it if you can solve it.
    • While we may not believe that direct combat will be the largest part of the game, the combat system can represent a lot of other dangers including, but not limited to:

      • Environmental dangers such as lava or earthquakes
      • Explosive decompression
      • Nanowarfare assaults
    • Think of it like Star Trek - no matter how much training people have in other areas, everyone knows how to fight and take a hit when the shit hits the fan. Scotty can hotwire a warp engine then blast a Klingon; Bones can knock someone out then fix their injuries; Spock can figure out the science then nerve-pinch a fool; and Kirk just likes to rumble with his shirt off.
  6. I think someone isn't taking their hits...

    • Inform a ref and they will deal with it

PvP & PvE

  1. What is PvP?

    • PvP stands for "player vs player" and describes events where the antagonist for one group of players is another group of players
  2. What is PvE?

    • PvE stands for "player vs environment" and describes events where the antagonist for a group of players is outside elements such as NPCs
  3. Is No Heaven PvP or PvE?

    • Both.
    • There will be external threats and dangers, most notably the alien fleet chasing your own fleet. Determining who and what they are and how to deal with them will represent the first major plot arc of the game.
    • There will also be internal conflict. The factions we have designed all have their own strengths and weaknesses, and there is only an uneasy alliance predicated on the survival of all to stop the factions fighting amongst each other. Working to provide your faction with an edge so they can take over the fleet properly could result in needing to take action against a rival group of players.

Crafting & Enhanced Items

  1. Why do items expire?

    • Enhanced items expire due to nanowarfare anti-propagation protocols written into the nanotech's firmware. It is such an intrinsic part of the nanotech design that removing it would require a complete ground-up redesign of nanotech as we know it.
    • Because we said so. Item proliferation is a problem, and if enhanced items don't expire, they never go away and we reach a point where everyone has top-tier items except for the newest of players and all encounters need to rewritten to accommodate those with the top-tier items. It is not a mode of play we wish to promote, so we have removed it.
  2. What are item cards?

    • Item cards are laminated cards with the details of the enhancement and date of expiry on it.
    • Items can be named and personalised when created and this will be shown on the item card.
    • Item cards are required to be attached to the item in order to receive the benefit of the item.
  3. Why can't we stack enhancement packages?

    • There are inherent difficulties in designing nanotech enhancement packages which mean that what they can achieve is limited.
    • It is potentially possible to develop further enhancement packages in play.
  4. Can we make ranged nanowarfare packages?

    • The only sanctioned form of nanowarfare is utilised via melee weapons and is vastly limited in scope and lifespan so that it cannot spread past its initial target, though it does cause a variety of debilitating effects. The largest military complex in the Sol system has put a large and public effort into banning nanowarfare on any other scale, and has thoroughly destroyed any and all facilities rumoured to be developing nanowarfare (including their own facilities). This, along with the potential scope of nanoware causing an extinction-level event has kept nanowarfare limited to this level. No other forms of nanowarfare are available for research or discovery.
  5. Can we make other melee nanowarfare packages?

    • Not at the moment. Research may uncover ways to improve existing nanowarfare packages.
  6. Can we make more nanodefence packages?

    • Not at the moment. Research may uncover ways to create new nanodefence packages.
  7. How does research work?

    • Come up with an idea, tell the refs, role-play.
    • You may be able to find materials or xeno-technology at games which hint at abilities beyond current human capabilities. Appropriate role-play and experimentation could result in new technological breakthroughs.
  8. How much does crafting items cost?

    • This is still being balanced.