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 — BOUNTIES AND CARBONITE

Two ways a defeat can mean something. Both run on agreement between

players first, and on the system second.

BOUNTIES

A bounty is Kredits on someone's head. Whoever defeats them in

Roleplaying mode collects — automatically, the moment they go down. No proof, no argument, no officer needed to confirm it. POSTING ONE Ask an officer. They set it at the bank terminal: your target's RP name and the amount. The Kredits come out of the poster's own account immediately and are held. Nobody can post a bounty they cannot pay, and nobody can back out once a hunter has done the work. SEEING THEM Anyone can touch the bank terminal and choose Bounties. The list shows every open bounty, the total on each head, and how many days it still stands. Several people can put money on the same head. The amounts add up, and whoever wins takes all of it. COLLECTING Beat the target in Roleplaying mode. That is all. The Kredits are in your account before you have finished the scene. RUNNING OUT A bounty stands for seven days. If nobody claims it, the money goes back to whoever posted it. The poster can also withdraw it early — again, the money simply returns.

THE RULES AROUND IT

BOTH SIDES AGREE FIRST

Before a bounty is posted, the target agrees to play it out. This is a story you tell together, not something done to someone. The system cannot check this. The officer who posts the bounty is responsible for it, and their name is on it publicly. NO CIVILIANS Unaffiliated players cannot be hunted. The server refuses. They have no order to protect them and no quarrel with anyone — leave them out of it. NOT ON YOURSELF And if you claim a bounty you posted yourself, the money simply goes back to you. It was never a contract. IT IS ALL PUBLIC Every bounty posted and every bounty claimed appears at rpcs.space/ledger.php with names. If bounties start being used to settle grudges, everyone will be able to see it.

CARBONITE

Beating someone is one ending. Taking them is another.

A carbonite chamber can hold a defeated player. Touch the chamber, pick them from the list, and they are frozen inside. The chamber will refuse anyone still on their feet — you have to win first. WHILE THEY ARE IN THERE They are held in place and cannot simply walk off. The chamber shows their name and how long is left. GETTING OUT Whoever put them in can let them out at any time by touching the chamber. Otherwise they thaw by themselves after the set time. WHAT IT IS FOR Ransom. Interrogation. Delivering someone to an order that wants them. A bounty that asks for the target alive. Carbonite turns a won fight into the beginning of something instead of the end. WHAT IT IS NOT FOR Leaving someone frozen because you can. If you take a prisoner, play the scene: demand something, let somebody negotiate, give them a way out. A player stuck in a block while nothing happens is a player logging off.

A WORD ON LOSING

None of this works if losing is treated as a failure. A hunted head, a

prisoner in carbonite, a ransom paid by an order for one of its own — these are the best stories this sim produces, and every one of them needs somebody willing to lose. If you are ever the one taken, you are not the loser of that scene. You are the reason it exists.

RPCS — Rakata Power Inside!

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