RPCS Manual

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 2.8 — UPDATE: BLASTERS AND THE TWO PATHS

This notecard covers what changed since 2.2. The full manual is still

valid for everything not mentioned here.

THE SHORT VERSION — WHAT DO I NEED TO WEAR?

FORCE USERS (Sith, Jedi, Nightsisters, anyone with a saber) - Meter (RPCS combat system) - Force HUD (the one you already have) - You do NOT need the Tech HUD. Nothing changes for you. NON-FORCE USERS (troopers, mandalorians, smugglers, mercenaries) - Meter (the same one — there is only one meter) - Tech HUD (new) - You do NOT need the Force HUD. Force powers are not available to you at all. There is only ONE meter for everybody. What decides your path is your entry in the database, not the copy you wear. An officer sets it when registering you at the Faction Terminal.

CHOOSING A PATH

When an officer registers you, they now pick one of two paths:

Force user — sabers, Force powers, Resist, deflection Non-Force — blasters, charge, no Force powers Your path also decides which rank titles you get. A faction can run two ladders side by side with identical values but different titles — for example Sith Genesis has Sith Acolyte to Sith Queen for Force users, and Operative to Commander for troopers. Ranks are equally strong on both paths. Nobody is stronger by choosing one side; only the titles and the tools differ. Ask an officer if you want to switch. Your character data stays intact.

HOW BLASTERS WORK

There are no physical projectiles. When you fire, the system checks a

straight line from you to whatever is in front of you and reports the hit directly. This keeps the region fast and makes griefing with random objects impossible — only a properly registered meter can deal damage. AIMING The shot goes where your avatar is facing. Mouselook is strongly recommended: your avatar turns with the camera there, so what you see is what you hit. Three heights are checked — chest, head and legs — so you do not have to aim perfectly at the centre. COVER IS REAL If a wall, a crate or a pillar stands between you and the target, the shot stops there. Your own weapon, armour and attachments are ignored, so you never block yourself. Use terrain. It works. RANGE 60 metres. Beyond that the shot does not reach.

FIRE MODES

Touch the Tech HUD to switch. Also /7 single, /7 semi, /7 auto.

SINGLE hardest per hit, cheapest, slowest SEMI three-round burst, medium damage per hit AUTO continuous fire while the mouse button is held Auto is easier to land, not harder hitting. Total damage per second is capped for all modes, so holding the trigger does not make you stronger — it only makes you more likely to connect. Choose by situation, not by raw power.

CHARGE

Non-Force users have Charge where Force users have Power. Same number,

same bar, different name. - Every shot costs charge, hit or miss. - Charge is 100 for everyone, regardless of rank. - Higher ranks recharge FASTER. That is the rank advantage: a veteran can keep firing far longer than a recruit. Watch your charge. Running dry in the open is how troopers die.

DEFLECTION — WHAT SABERS DO ABOUT IT

A Force user who is BLOCKING deflects blaster fire completely: the shot

costs them stamina instead of health. Once their stamina is gone, half the damage starts getting through. So a lone trooper will not drop a Darth. A squad will. Sustained fire drains stamina, and a Sith with no stamina left is in serious trouble. Work together, spread out, keep the pressure on. Non-Force users cannot deflect. Cover is your defence.

WHAT THE RANK DOES

For blasters, the shooter's rank does NOT change damage — a blaster

fires the same for everyone. What your rank changes is: - how much damage you TAKE (higher rank, tougher) - how fast your charge refills This is deliberate. A rifle does not care who pulls the trigger.

TRAINING MODE

As with sabers, blasters are flat in Training: 4 damage per hit for

everyone, ranks ignored, blocking costs stamina only. Spar freely.

STILL COMING

- Visible blaster bolts, muzzle flash and impact effects

- Grenades and heavy weapons - Combat statistics Feedback is welcome — especially on whether troopers feel too weak or too strong once you have fought a few real engagements.

RPCS 2.8 — Rakata Power Inside!

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