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 2.9 — UPDATE: EXPLOSIVES

Follows on from the 2.8 blaster notecard. Everything there still applies;

this covers what is new. FORCE USERS: nothing changes for you except that you can now be caught in a blast. Read the last two sections.

GRENADES AND THERMAL DETONATORS

Non-Force characters now carry two throwables. Both are real objects:

they fly, they bounce, they roll, and they go off where they land — not where you aimed. A bad throw against a wall comes back at you. GRENADE Fuse 3 seconds Full effect within 15 m — 10 health, 10 stamina Edge 15 to 20 m — 5 health, 5 stamina Carried 2, then two minutes to resupply THERMAL DETONATOR Fuse 4 seconds Full effect within 20 m — 15 health, 15 stamina Edge 20 to 30 m — 5 health, 5 stamina Carried 1, then five minutes to resupply The detonator is not a bigger grenade. Thirty metres covers most of a courtyard. Think before you pull it.

HOW TO THROW

1. Touch the Tech HUD and pick Grenade or Detonator.

The hover text shows >> GRENADE ARMED <<. 2. Go into mouselook and face where you want it to land. 3. Press the fire button. It leaves your hand and your weapon is live again afterwards — one throw per selection. Chat commands work too and can be put on a gesture: /7 grenade /7 det You need the grenade rezzer worn on your forearm. Without it nothing leaves your hand. Ask an officer if you do not have one.

THEY HIT EVERYONE

Blasts do not check sides. Your own squad, your allies, passers-by and

you yourself take the same damage inside the radius. This is deliberate. Explosives are for breaking up a position, not for winning a brawl you are standing in the middle of. Call your throws. Move clear. If someone wipes out their own line, that is a story, not a bug.

COVER STOPS BLASTS

The same line-of-sight rule as blaster fire: if a wall, a crate or a

pillar stands between you and the blast, you take nothing at all. Not reduced damage — nothing. Corners are worth more than armour now. Learn the terrain.

THE SHOCKWAVE

Anyone caught in the open is thrown back, hardest at the centre and

barely at the edge. Cover protects against this as well. The shove comes from your own meter, not from a region push. That means it works on any land, and it means the anti-griefing push restrictions on our regions can stay switched on. Nothing about this system requires push to be allowed anywhere.

RANK TITLES FOR NON-FORCE CHARACTERS

Orders can now run two rank ladders side by side. Same six steps, same

values, different titles — a Force user in Sith Genesis climbs from Sith Acolyte to Sith Queen, a trooper in the same order from Operative to Commander. Your officer picks your path when registering you. Neither side is stronger: the numbers are identical, only the tools and the titles differ. Ask an officer if you want to switch; your character data is kept. The roster at rpcs.space lists both ladders separately.

STILL COMING

- Heavy weapons and emplacements

- Force lightning that roots caster and target for the duration - Combat statistics

RPCS 2.9 — Rakata Power Inside!

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