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 3.2 — ADDENDUM: EMERALD LIGHTNING

A short addition to the 3.0 lightning notecard.

TWO SIDES, TWO POWERS

The system now knows which order you belong to and gives you the

lightning that fits it. You do not choose, and you cannot switch. SITH LIGHTNING — Order of Sith Lords, Sith Genesis, Nightsisters 3 health per second for ten seconds. It burns. EMERALD LIGHTNING — Circle of Ashla, New Je'daii Order 3 stamina per second for ten seconds. Electric Judgment: it does not wound, it shuts the target down. Everything else is identical: 20 Force, ten seconds, both of you rooted in place, no Resist possible, 30 second cooldown. Same button, same hotkey — the meter picks the right one from your database entry.

WHY STAMINA INSTEAD OF HEALTH

A target drained of stamina collapses. They cannot block, cannot swing,

cannot do anything until they have recovered enough to stand. They are out of the fight without a scratch on them. That is the Jedi version of winning. If you want them dead afterwards, you have to decide that separately, with a saber in your hand — it is never something the power does for you. In practice this makes Emerald strongest against saber duellists, who live on their stamina, and weakest against troopers, who barely touch it. Sith Lightning is the reverse. Neither side has the better power, they simply have different opponents to worry about.

WHAT YOU SEE

The wrist attachment flares green and gold for Emerald, blue and white

for Sith Lightning. Same attachment, the colour follows the power.

RPCS 3.2 — Rakata Power Inside!

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