The Rakata Power Combat System (RPCS) launched in our simulation in August 2026 in beta mode. The Force HUD (Heads-Up Display) interface had existed since 2009. At that time, FCRS creator Cindy Kellner granted limited access to her system and released "no-mod" scripts, allowing any capable developer to create their own HUDs for FCRS. We were among the few to seize this opportunity—with valuable assistance from an SL scripter named Uber Rosca—and created our own. The new concept for this FCRS-based HUD involved a "Mass Attack" feature; while this deviated from official canon, it made combat far more spectacular and dramatic. Unfortunately, once FCRS ceased operations, further development of our Rakata Power HUD became impossible. But, as the saying goes, ideas never die. After years of using other systems, some players expressed a desire to revive FCRS or create a new system based on a rank hierarchy. That is exactly what we did—this time, entirely with the help of AI. The base script was created under my close supervision using Grok. At one point, Grok refused—yes, that can happen—to create a version linked to a server-side database. Development continued with ChatGPT, Gemini (which optimized the script, though perhaps too radically), and finally, the paid version of Claude. By early September 2026, a beta version for melee combat was operational, featuring rewritten Force HUD scripts and a health regeneration add-on (known as "bacta"). It took me two weeks of spare time after work to create it. I can't say it was easy—after all, I'm not a scripter—but thanks to AI, it turned out to be possible, and our RPCS is now up and running. A description of the system and its key features follows below.
Every notecard handed out in world, in one place.
Newest changes are at the top of each card.
RPCS 3.9 — SHRINES OF THE FORCE
Some places hold the Force closer than others. Sit there long enough,
and you carry more of it than you should.
WHAT A SHRINE DOES
Meditate within ten metres of a shrine and your Force begins to climb —
past your own ceiling, up to half again as much as your rank allows.
A Padawan with 10 Force can reach 15.
A Darth or Grand Master with 100 can reach 150.
The gain is proportional on purpose. A shrine makes everyone stronger
by the same share, so it strengthens the order of ranks instead of
flattening it.
TO CHARGE
Sit and meditate. Standing nearby does nothing. Filling up takes
a minute or two of genuine stillness.
TO LOSE IT
The moment you stop, it starts to fade — about six points a minute.
A full charge is gone in under ten minutes.
Non-Force characters gain nothing. Their charge comes from power cells,
not from a place.
WHAT IT IS FOR
A scene. Not a stockpile.
The extra Force is enough to resist a few more holds, or to spend one
more power than you could have. It is not enough to make you
untouchable, and it will not still be there tomorrow.
For a Padawan the difference is the largest in practice: ten Force is
barely one Resist, fifteen is two. If you are new, a shrine is worth
more to you than to the Darth standing next to you.
WHERE THEY ARE
In the temples. Every order's sanctuary can hold one, and the shrine
works for any Force user who kneels at it — including someone else's.
Which raises an obvious thought, and we will leave it there: a shrine
inside your temple is only yours as long as your temple is.
A NOTE ON WHY IT HAS LIMITS
Older systems had shrines with no ceiling and no decay. Meditate long
enough and your Force simply kept climbing, until nothing could touch
you. That is not a power, that is an exit from the game.
A ceiling, a slow charge and a steady drain keep it what it should be:
a reason to go somewhere, sit still, and be vulnerable for a while
before a fight.
If it turns out everyone goes to a shrine before every fight, it is too
strong and we will say so. Tell us how it feels.