V5 Lorebooks — Umamusume!
Tokens: 24 permanent · 889 first greeting · estimated prompt budget 3,755
Creator notes

"OFFICIAL PAGE & ANNOUNCEMENT"
UMAMUSUME LOREBOOK
V5 BETA · 2026-10-18
✦ a canon-faithful world that keeps score — train her, race her, or be her.
POV: open — Trainer or runner · World layer + campaign engine · 8 books · 780 entries · 3,431 keywords · 19 scripts · 248 profiles · Public beta
GET THE FILES — Discord DM @umajoyer · the eight raw JSON lorebooks and the advanced prompt
About / the setup
Eight lorebooks that rebuild Umamusume: Pretty Derby as a place you can actually roleplay in: 248 canon-sourced character profiles, the racing science and the real tracks, the academy and its calendar, the biology and the ears that give her away — and a working campaign engine underneath all of it.
Out of the box this is a narrative world layer. No numbers, no HUD, no game bleed: a setting that knows what it is talking about, written so the prose carries the contest instead of a stat block. It injects nothing until you ask it to.
Give it one command and it becomes a campaign: a three-year climb from Junior debut to the URA Finale, resolved turn by turn — training and facilities, fatigue and injury, skill points and fans, campus events on the real calendar, and races that run four sections deep with a leaderboard that moves because of the call you made.
The difference is where the numbers come from. A script resolves every turn once and prints the result; the model's only job is to copy it. Gains, failures, overtraining, margins, purse and fan counts are arithmetic, not improvisation.
You pick the role at the start — her Trainer, or the runner herself. Neither is assumed, and the engine never writes your half.
It is not tied to one character. The set attaches to any bot: place all eight books, save the advanced prompt in your settings, and start.
⚠ Content notes
Plain and specific, so you can choose knowingly:
Public beta. Mistakes, flaws and bugs are possible, especially in RPG mode. An LLM can still hallucinate a number or a line — the engine and its checks reduce that, they do not eliminate it, and no lorebook can.
Dark World material — 38 optional entries. Doping and sporting integrity, suppressants and coercion, harassment and stalking, unwanted touch in the paddock, discrimination and pedigree elitism, abuse of professional access, manufactured scandal, forced retirement, medical disposability, online pile-ons. Depicted, never endorsed, and written as guidance on handling it responsibly rather than as flavour. They are keyword-gated — not constant, scan depth 1 — so they stay out of the prompt until you type the words that call them.
Sensuality. This is not a heavily sexualised set. Some sensuality does exist, and there is one entry on intimacy etiquette and touch boundaries.
Injury and retirement. Career-threatening injury, pain hidden from a trainer, rehab timelines measured in weeks, an acute mid-race breakdown entry, retirement handled as grief. Legs are careers in this setting.
Pregnancy and newborns appear in one Book 6 entry, as world fact.
Model quirk. The model may surface a real racehorse's name. Real horse names and classifications are still written as Umamusume — people, never racehorses, never ridden, never tack.
Ages. Junior, Classic and Senior are racing-career divisions, not ages. Umamusume are written as people.
No in-fiction safeword is implemented, so none is promised. The exits that genuinely exist are listed under Usage / chat help.
What the set holds
Scale 8 books · 780 entries · 702,520 characters of lore
Triggers 3,431 keywords across 761 keyword entries · whole-word matching, case-insensitive
Scripts 19 JavaScript entries that resolve something and write into the prompt before the reply
Cast 248 character profiles (Books 1–2) · 532 world entries
Always on exactly one constant entry — the Uma Foundation grounding block
Ordering 543 inclusion groups · priority and insertion order set per entry
State every entry enabled · both copies of every stored field kept in sync
Book 1 · Characters, part 1 — 124 entries · profiles A–M, plus one character worker script
Book 2 · Characters, part 2 — 124 entries · profiles M–Z
Book 3 · Racing, racetracks and events — 133 entries · race structure and narration, 7 racing-science and 6 strategy entries, 69 real racetracks worldwide, 18 event circuits, 4 race scripts
Book 4 · World, organizations and calendar — 113 entries · teams, families, lineages, rivalries, URA governance, the 12-month in-universe calendar, glossaries, 2 scripts
Book 5 · Campus, locations and daily life — 133 entries · 18 Tracen zones, 16 interiors, the Uma-app ecosystem, fan culture and media risk, daily-life and scenario suites, 5 scripts
Book 6 · Biology, senses and psychology — 80 entries · the always-on foundation, ear and tail dictionaries, sports medicine, senses, appetite, intimacy etiquette, 8 onomatopoeia lists, 3 scripts
Book 7 · Engines and narrative core — 24 entries · 11 narrative-core rules, 11 honorific entries, the master coordinator and the voice layer
Book 8 · RPG mode and Dark World — 49 entries · the RPG engine, the campus-event engine, 9 reference entries, 38 optional dark entries
What is inside each book
Optional depth — safe to skip on a first read.
Books 1 & 2 — 248 character profiles
One repeatable structure per runner: core motive, appearance and body, attire, mindset, voice (with official self-introductions where they exist), behaviour tells, racing style, form, relationships, daily life, and a portrayal note on how not to flatten her. Sourced to umamusume.jp and umamusu.wiki.
Book 3 — racing
How a race is structured and narrated from gate to wire, commentator voice, resolving the finish, stamina and pacing cost, the field and the trainer's side. Then the science: stride and cadence, cleat traction, corner banking and lead-leg switching, slipstream and sand kickback, energy systems and the final three furlongs, going physics, gate launch. Then strategy: nige, senkou, sashi, oikomi, the pace triangle and pocket traps, racing psychology in the pack, distance and surface affinity. Plus 69 racetracks (Japanese central and regional, and overseas), 18 event circuits from the Classic Triple Crown to the Arc and the Dream Trophy League, glossaries, the Zone, paddock and winner's-circle suites, and four scripts: the universal race engine, stride telemetry, flow-state awakening, and the dynamic rival and paddock generator.
Book 4 — world, organizations, calendar
Dorms and student life, the student council and chairwoman's office, the Three Goddesses, the teams (Spica, Rigil, Canopus, Ascella, Hadar, Alkes, Sirius, Musaka), the families and lineages, the rivalry trios and generations, Tracen and the URA, the regional circuits, open roles for {{user}}, the 12-month calendar with its festivals and featured races, trainer lore, Winning Live, society and everyday Japan, glossaries, and two scripts for time-season-weather and for trust, fan ballot and media pressure.
Book 5 — campus and daily life
Every Tracen zone from the dormitory quadrangle to the racetrack forest perimeter, 16 interiors, Fuchu and western Tokyo, weather and season entries, the Uma-app ecosystem (Umatter, Umastagram, UmaTube, UmaTok, LANE) bridged to human apps, fan culture and its risks, enrolment and life cycles, the Life and Suite scenario packs (office nights, race registration, cleat fitting, fan letters, the athletic festival, the harvest fair, Project L'Arc, the crane game, the raffle wheel, the hot spring inn, curfew, the ghost of Tracen, declarations of war, the retirement run), five scripts including the clock and five-zone navigation tracker, and the gourmet entries.
Book 6 — biology, senses, psychology
The one always-on foundation entry (anatomy, rarity, academy rules, NPC naming), fatigue and recovery, ear and tail dictionaries, cleat tells, quiet-beat grounding, hearing and proximity, emotional escalation, vocalisation, adrenaline, public and private density, training mood and peak readiness, flow state, choking and the yips, clutch pressure, visualisation, focus narrowing, public defeat, photo finishes, the trainer-bond threshold, nutrition and weight control, hair and tail care, uniforms, sports medicine and injury limits, acute mid-race breakdown, post-race leg heat and ice boots, sleep habits, acoustics, draft-following, appetite, adrenal tremor, intimacy etiquette and positioning, care and reassurance, instincts, family and parentage, pregnancy and newborns, eight onomatopoeia lists, and three scripts for height and tactile differential, ear-and-tail subtext betrayal, and injury diagnostics with a rehab ladder.
Book 7 — engines and narrative core
Clothing, furniture and bipedal movement · first-person English speech and authentic character voice · acoustic surfaces · scent and independent ears · public persona versus private clubroom · scene-level want versus deeper need · personal racing stakes and dignity in victory or defeat · concrete action over catchphrase · respecting {{user}} agency and perspective · strict narrative mode by default · a timeless in-universe calendar. Plus the honorific set and two scripts: the master coordinator and the voice layer for stutters, slips and typographic stress.
Book 8 — RPG mode and Dark World
The RPG engine and the campus-event engine, then nine reference entries: rules and commands, training and conditions, race reference, skills, the campaign calendar, narrative form words, trainee and squad view, the HUD style guide, and the fourth-wall rule. Then 38 optional Dark World and Dark Lexicon entries, listed honestly above.
How deep the world goes
"Detailed" is a cheap word, so here is what is actually in there — named, not adjectives. All of it is world layer: it fires on keywords and stays out of the prompt until something calls it.
69 real racetracks. Tokyo at Fuchu, Nakayama, Kyoto, Hanshin, Chukyo, Sapporo, Hakodate, Fukushima, Niigata, Kokura. The regional sand and dirt circuits — Kasamatsu, Ooi, Kawasaki, Funabashi, Urawa, Morioka, Nagoya, Sonoda, Kochi, Saga, Kanazawa, Mizusawa, Himeji, Monbetsu, and Obihiro's ban'ei. Overseas: Longchamp, Chantilly, Deauville, Saint-Cloud, Auteuil, Ascot, Epsom Downs, Newmarket, Goodwood, York, Chester, Sandown, Kempton, Doncaster, Cheltenham, Aintree, the Curragh, Leopardstown, Galway, Fairyhouse, Santa Anita, Del Mar, Churchill Downs, Belmont Park, Saratoga, Keeneland, Gulfstream, Oaklawn, Aqueduct, Los Alamitos, Fair Grounds, Meydan, Sha Tin, Happy Valley, Seoul, Kranji, Flemington, Caulfield, Moonee Valley, Rosehill, Eagle Farm, Doomben, Gold Coast and Woodbine.
Racing science, seven entries. Bipedal speed, cadence and stride length (pitch-souhou against stride-souhou). Racing cleat fit, traction and wear. Corner banking, centrifugal lean and lead-leg switching (temae-kae). Slipstreaming, aero drag and sand kickback (suna-kaburi). Energy systems — aerobic cruise, the breather (ikii-ire) and the final three furlongs. Track going physics from firm to heavy, including Japanese deep sand. Gate launch biomechanics, reaction time and the first-furlong scramble.
Tactics with their real names. oonige and nige, senkou, sashi, oikomi and the makuri backstretch sweep. The pace triangle, pocket traps (mae ga kaburu), kakari — over-keen pulling — and homestretch psychology in a pack. Natural distance, surface and tactical affinity.
18 event circuits. The Classic Triple Crown (Satsuki Sho, Japanese Derby, Kikuka Sho) and the Triple Tiara (Oka Sho, Oaks, Shuka Sho). Senior Spring and Autumn Triple Crowns, the Grand Prix all-star double, the URA Finale tournament, Twinkle Star Climax, Champions Meeting 3v3 team showdowns, the Dream Trophy League, junior-division G1s, the dirt Triple Crown, the Japan Cup, the Prix de l'Arc de Triomphe with its French trials, the World Runners' Cup, the American Classic crowns, the European royal turf crowns, and the Dubai / Hong Kong / Oceania summits.
The academy runs on a clock and a map. Tracen's student council, the chairman's office, the Three Goddesses statue in the central plaza, the public morals committee (fuuki iinkai), cultural and hobby clubs, Junior / Classic / Senior class divisions, dormitory roommate pairings across Ritto and Miho with a 22:00 curfew, classroom curriculum (race theory, sports nutrition, anatomy, media training), cafeteria seasonal menus with stamina dishes and weight-control plates, and a day that runs from the 05:30 dawn track to lights-out. A spatial tracker covers five campus zones with one-to-five-minute transit times between them.
Teams, houses, lineages, rivalries. Team Spica, Rigil, Canopus, Ascella, Hadar, Alkes, Sirius and Musaka. The Mejiro, Sakura, Satono and Symboli houses, the Hishi sisterhood, the Air and Admire lineage, the New Era quartet, the Modern Turf Queens. Rivalries with shape: BNW, the Eternal Big Three (Oguri Cap, Super Creek, Inari One), the Golden Generation, Road to the Top, Vodka and Scarlet, Teio and McQueen, Special Week and Suzuka.
Bodies that behave like bodies. An ear dictionary and a tail dictionary, independent horse-ear hearing, the cleat tell of impatience and weight-shifting, flow state and the zone, choking and the yips, race-focus narrowing and rail perception, margins measured in noses, necks and lengths, and defeat on television in slow motion with drooped ears. Sports medicine runs from suspected stress injury and soft-tissue concern to an acute mid-race breakdown and the trackside decision that saves a career — plus reporting pain, rehab ladders, post-race "leg heat" and ice-boot wrapping, sleep ear-bonnets (mimi-ate) and bedtime tells. Eight separate onomatopoeia lists: mood, pain and tiredness, effort and motion, food and drink, weather and light, crowds and sleep, impacts, small gestures.
Instincts, written as behaviour. A flehmen-inspired lip curl, mutual grooming and chin resting, startle response and safe personal space, standing naps and dream running, humidity and tail static, peripheral vision and food attention. Height and body proportion, tail hugs and tail gestures, careful touch, and how she asks for help.
Off-days and errands. The arcade crane game, the shopping-district raffle wheel and carrot market, the secret hot-spring inn, ear-slit hats and tail ribbons and failed incognito disguises, seasonal gift-giving, off-season hometown visits, selection races and the trainer scouting draft, signature racewear (shoubufuku) design and first fitting, breaking a slump, and the retirement run — the last race, and passing the torch.
Phones, apps and fan culture. Umatter and LANE, URA Trainer Pro, Clocker Sync and race-analytics portals, anonymous racing textboards, oshi-katsu and cameko paddock photography with zero-flash etiquette, egosurfing and doomscrolling and what a trainer does about phone confiscation, civilian apps (UmaEats, Uma-Lane Nav, UmaTunes), Winning Live idol culture with center position and setlists, and character phone quirks from gyaru influencers to boomer-texters.
How people talk. Eleven honorific entries — -san, -chan, -onii-chan, -sama, -ojou / -ojou-sama, -kun, -dono, -nee, senpai, kouhai, sensei — each with when it is right and what it signals. A voice layer handles stutters, slips and typographic stress, in dialogue only. Narrative-core rules keep clothing, furniture and bipedal movement human-scale, keep acoustic surfaces distinct (school loafers against steel racing cleats), keep public persona separate from private clubroom vulnerability, and keep the calendar timeless: no real-world years, no JRA codes.
Intimacy is written as etiquette. Sensitive zones — ears, the tail base — and touch boundaries, body and tail positioning for bed, lap and embrace, non-sexual comfort and personal space, reassurance and requested help. This is not a heavily sexualised set; the material exists so the world is coherent, not for its own sake.
Regional circuits and the logistics of leaving. Kasamatsu's Tokai sand spirit, the southern Kanto dirt circuit, the Hokkaido summer series, and overseas expeditions handled as work: quarantine, charter flights, turf adjustment, the Chantilly training villa.
None of this arrives by default. It is keyword-triggered and sits in the prompt only when the scene earns it — which is the next section.
How the writing behaves
Book 7 is small — 24 entries — and it is the one that decides whether the other seven read like a setting or like a costume. These are its eleven narrative-core rules, and they are not suggestions:
Human scale. Clothing, furniture and bipedal movement are written for people who happen to have ears and a tail — doors, chairs, headphones, hats, tables, beds.
Voice. First-person English speech with an authentic character voice per runner, not one interchangeable narration voice wearing different names.
Acoustic surfaces. School loafers on corridor tile and steel racing cleats on track sound like different things, and the prose is expected to notice.
Scent and hearing. Olfactory and auditory range written as real senses, with ears that move independently of attention.
Two faces. Public persona against private clubroom vulnerability — what she performs and what she admits are not the same scene.
Want against need. Scene-level want separated from the deeper emotional need underneath it.
Stakes and dignity. Personal racing stakes, and dignity in victory or in defeat.
Action over catchphrase. Concrete physical actions instead of a repeated signature line.
Your agency. The rules explicitly respect the reader's agency, role and perspective. Nothing you have not chosen gets chosen for you.
Narrative by default. Strict narrative mode unless RPG mode is switched on — zero unrequested game bleed into a prose scene.
A timeless calendar. In-universe only: no real-world years and no JRA codes anywhere in the setting.
Alongside the rules sit eleven honorific entries — -san, -chan, -onii-chan, -sama, -ojou and -ojou-sama, -kun, -dono, -nee, senpai, kouhai, sensei — each with when it is the right choice and what using it signals about the relationship. A separate voice layer handles speech stutters, slips and typographic stress, and it fires in dialogue only, never in narration.
The vocabulary, sampled
A setting is only as detailed as the words it insists on. Here is a sample of what the set knows and will use when the scene earns it:
pitch-souhou / stride-souhou — the two ways to be fast: cadence against stride length.
temae-kae — switching the lead leg through a corner, and what it costs mid-turn.
suna-kaburi — sand kickback; the reason nobody wants the inside trip on dirt.
ikii-ire — the breather: the aerobic cruise before the final three furlongs decide it.
kakari — over-keen pulling; a runner burning herself up inside the pack.
makuri — the backstretch sweep an end-closer makes when the pace collapses.
mae ga kaburu — the pocket trap: hemmed in, with the gap you needed already gone.
nige / oonige / senkou / sashi / oikomi — runaway, front-runner, pace chaser, late surger, end closer. Five ways to run the same race, and five different failures.
teitetsu — the racing cleat: fit, traction, wear, and the campus shoe-fitter's workshop.
batajuu — the pre-race weight check, and the cafeteria drama that comes with it.
shoubufuku — signature racewear: designed, tailored, fitted for the first time.
mimi-ate — sleep ear-bonnets, and the bedtime tells that go with them.
fuuki iinkai — the public morals committee, and what it does with a curfew.
sanboshi — the Three Goddesses statue in the central plaza, where pre-race vows get made.
Ritto and Miho — the two dormitories, their roommate pairings and their 22:00 curfew.
fukubiki — the shopping-district raffle wheel, next to the carrot market.
kimodameshi — the nighttime courage test, and the "Ghost of Tracen" that goes with it.
oshi-katsu / cameko — fan support culture and paddock photography, under a zero-flash rule.
egosa — egosurfing: reading yourself online after a race, and the doomscrolling that follows.
Uma Lanes — public lanes sized for Umamusume, and the architectural ergonomics behind them.
ban'ei — Obihiro's own discipline, the outlier on the national circuit.
Eight separate onomatopoeia lists sit behind this — mood, pain and tiredness, effort and motion, food and drink, weather and light, crowds and sleep, impacts, and small gestures — so a scene can be specific about sound instead of reaching for the same three words.
What fires the entries
Keys are the words you actually type in this fandom — names, nicknames, places, race terms, body words, commands. A small sample of the 3,431:
Books 1–2 her name and her nicknames —
agnes tachyontachydigitanayabemaya-chanair groove-sanBook 3
starting gatebackstretchphoto finishg1goingpaddockwinning postarima kinenBook 4
student councilseitokaiteam spicawinning livethree goddessesdormsBook 5
curfewcrane gamecafeterialibrarykaraokebeach camptail dryervisit her roomBook 6
earstailhearingscentinjuryfracturegroomingconsentBook 7
honorificfirst personschool loafersracing shoesfamiliar scentBook 8
rpg mode trainerpovrpg mode umapovnarrative modehide hudstatustrainoutinglearncamp
How it works
Keyword entries fire on the words in recent messages. Whole-word matching is on and case is ignored, so ordinary prose triggers them — you do not have to speak in keywords.
Script entries run before the reply and write into the prompt. All 19: the Universal Race Engine, Racing Science and Stride Telemetry, Flow State and Zone Awakening, the Dynamic Rival and Paddock Gate Generator, Time-Season-Weather, Trust-Fan Ballot-Media Pressure, the Tracen Clock and Five-Zone Navigation Tracker, the Crane Game and Raffle and Shrine Fortune rollers, the Phone Ticker and social-media engine, Daily Routine and Special Scenario, the Dormitory Curfew and Midnight Kitchen engine, the Height-Body-Tactile Differential, the Ear-Tail-Micro-Expression Subtext engine, Injury Diagnostics and Rehab, the Uma Engine Master Coordinator, the Voice Layer, the RPG Engine, the Campus Event engine, and one character worker.
One entry is constant: the Uma Foundation — a compact grounding block (anatomy, rarity, academy rules, NPC naming) that is always present so the world never has to be re-explained.
Priority decides what survives under pressure, insertion order decides where it sits, and entries sharing an inclusion group may be mutually exclusive — so groups are used deliberately rather than decoratively. Both copies of every stored field are kept in sync, because an asymmetry between them is a real bug.
Verify it yourself: Test Chat → Changes (the Debug Panel) shows exactly which entries fired on a turn. Two verified fires before you trust an entry.
Character info
There is no single protagonist here — the cast is the set. 248 profiles, each with the same thirteen fields, so any two runners can be compared at a glance: what she wants, how she sounds, what her ears do when she is lying, which ground and distance suit her, who she rooms with, who she has vowed to beat, and what she eats at eleven at night in the dorm kitchen.
Canon and interpretation are separated. Profiles are sourced to umamusume.jp and umamusu.wiki. The Suite scenario packs, the Uma-app ecosystem, the Dark World and Dark Lexicon material, and some family relationships are original or AU additions to the canon spine — written to be playable either way, and labelled as additions rather than dressed up as official.
Your info — the role is open
No role is assigned to you and nothing about you is prewritten. This bio does not set your name, gender, appearance, thoughts, feelings, dialogue or actions, and it is not a persona worksheet.
In narrative mode you can be anyone the setting supports: a trainer, a student, a reporter, a stable hand, a civilian standing at the rail. In RPG mode you choose between two seats at the start — Trainer or the runner herself — and the engine never guesses which one you meant.
What you can do
Without the engine
Roleplay the world as a setting: academy days, dorm nights, media scrums, festivals, away races, Winning Live rehearsals.
Name a runner and her profile arrives — voice, tells, relationships, suited ground.
Race in prose: the race-scene shape, the commentator, the margins and the photo-finish wait are all keyed.
Play the dark material only if you type it — those entries stay closed until the words appear.
With the engine (opt-in)
Run a three-year campaign: one action per half-month turn, from Junior debut to the URA Finale.
Train five facilities, level them, bank summer camp at max level — and pay for it. Overtraining from the fourth session in a row cuts gains, multiplies cost and can injure her.
Rest, take an outing, or go to the infirmary to clear conditions.
Spend skill points; watch fan counts and race grades gate your entries.
Race section by section: style at the gate, then hold / move up / save ground / go wide, then wait / spurt / inside / outside, then all-out / measured / switch lanes — with a leaderboard, an announcer call and a stamina read every time.
Answer campus events on the real calendar: the shrine visit at New Year, birthdays, the arcade raffle.
Keep more than one trainee, switch who you are playing, move the clock, set the scene.
Or just answer the numbered move list with a number. It prices each option for you: gain, cost, fail chance.
RPG mode in detail
The clock
One turn is half a month, with an early and a late half. T1 is early July of Junior year, T13 starts Classic, T37 starts Senior, and T61–T63 are the URA Qualifier, Semifinal and Final. Summer camp runs over T25–T28 and T49–T52, where every facility counts as Lv5 and banks no progress. An established runner starts at T37; a debut starts at T1. rpg turn moves the clock.
The turn
One action per turn: train one of five facilities, rest, outing, infirmary, or race. status and learn cost no turn. Every HUD ends with a [ Your Move ] list of up to five priced options, and the fourth slot changes with the situation — the infirmary while a condition is active, otherwise a skill purchase or status.
The HUD
Plain markdown rows, no code fence: header, Turn · Scene · Goal, Status · Mood · Vitality · SP · Bond, Stats (max 1200) with this turn's changes inline, Session naming what happened, Skills, Squad · Facility · Fans, then the move list. Aptitudes print on status and race day only — not every turn. Mood is five words with five faces: 😩 Awful · 😟 Bad · 😐 Normal · 🙂 Good · 😄 Great.
The numbers underneath (training, failure, skills, races)
Optional depth — safe to skip on a first read.
Training gains
Main gain by facility level, Lv1 to Lv5 — Speed 11, 12, 13, 14, 15 · Stamina 10, 11, 12, 13, 14 · Power 9, 10, 11, 12, 13 · Guts 8, 9, 10, 11, 13 · Wit 10, 11, 12, 13, 14. Side gains: Speed training adds Power 6–8; Stamina adds Guts 6–8; Power adds Stamina 6–8; Guts adds Speed 5–6 and Power 5; Wit adds Speed 2–4. The main gain is multiplied by mood (0.8 / 0.9 / 1.0 / 1.1 / 1.2) and any growth bonus.
Vitality and failure
Vitality runs 0–100 and is spent per session (Speed 21 at Lv1 up to 27 at Lv5; Stamina 19; Power 20; Guts 22). Wit restores 5 at every level — except from the fourth session in a row, when it drains 5 instead. Failure chance is (55 − Vitality) × 1.6, capped at 95, and halved for Wit. A success pays 4 SP (Wit pays 5). A failure costs 12 points from the trained stat and 1 mood. A big failure — Vitality under 20 — costs 36 and gives Practice Poor. Injured adds 20 to the failure chance and doubles the cost.
Overtraining
Rest, outing, infirmary and a race break the run. Training again without rest multiplies the Vitality cost: ×1.5 for the second session in a row, ×2 for the third, and so on. From the fourth, the HUD says OVERTRAINING, N in a row: a fatigued success cuts the main and side gains to 60%, and each session carries an injury chance of 10%, rising 5% per extra session to a cap of 40%. A failure while overtraining drains the whole body — the trained stat takes the failure hit and each of the other four loses 5 more, so all five print a minus.
Facilities
One level per four uses, max Lv5, and the use is banked even on a failure. Every facility prints its own counter, so nothing silently resets. During summer camp all five count as Lv5 and bank nothing.
Conditions
Twelve, up to eight at a time, shown in the Status row: Injured, Practice Poor, Night Owl, Slacker, Skin Outbreak, Slow Metabolism, Migraine, Under the Weather, Practice Perfect, Charming, Hot Topic, Fast Learner. The infirmary gives 20 Vitality and clears the curable set. Practice Perfect adds 20% to one success and is then spent; Charming makes an outing worth 2 mood; Hot Topic multiplies race fans; Fast Learner takes 10% off skills.
Skills and SP
learn costs no turn. Prices: an innate hint 110 SP · a skill marked ◎ 220 · a named advanced skill 320 (Maestro, Professor, Arc, Legerdemain, Planner, Clairvoyance, Turbo, Feat, Plan X, Aim for the Front, Taking the Lead) · anything else 170. A unique skill is owned from the start.
Races
Four sections plus the finish. Distance categories: sprint to 1400m, mile to 1800m, medium to 2400m, long beyond. Aptitude multipliers S 1.05 · A 1.0 · B 0.9 · C 0.8 · D 0.6 · E 0.4 · F 0.2 · G 0.1. Margins are named: ns, hd, nk, lengths in halves, dst beyond ten. Grades gate entry by fan count and pay purse, SP and fans by place; a race costs 15 Vitality and a win gives 1 mood. Race mode is quick (one result card) or full (every section, every call).
Campus events
Fixed dates, birthdays, and seeded random draws in three densities (rare, default, lively). An event never fires on two turns running and never interrupts a race. Two or three options; the outcome returns as an event[...] stamp and lands on the sheet the following turn, so nothing is applied twice. rpg events off silences them.
What a turn looks like
Real engine output — unedited, from the shipped scripts
A training turn that goes right
[ HUD: Nice Nature · Training Session ]
Turn: T38 · Senior late Jan | Scene: Tracen track · morning | Goal: URA Qualifier at T61 (23 turns)
Status: Healthy | Mood: 😐 Normal | Vitality: 78/100 | SP: 204 | Bond: 50/100 ♥♥♡♡♡
Stats (max 1200): Speed 785 (+5) | Stamina 576 | Power 941 (+5) | Guts 548 (+8) | Wit 792
Session: SUCCESS (roll 71 vs 0% fail) · Guts training Lv1 · Speed +5, Power +5, Guts +8 · Vitality 100→78
Skills: I Can Win Sometimes, Right?
Squad: Nice Nature | Facility: Speed Lv1 0/4 · Stamina Lv1 0/4 · Power Lv1 0/4 · Guts Lv1 1/4 · Wit Lv1 0/4 | Fans: 120,000
[ Your Move ]
1. Train Guts — +8 Guts, costs 33 Vitality, 0% fail
2. Rest — Vitality 78→100, no cost
3. Outing — +10 Vitality, +1 Mood
4. Learn a skill — 204 SP available
The turn it all goes wrong (overtraining, big failure)
Optional depth — safe to skip on a first read.
Fourth session in a row at 14 Vitality. All five stats fall, the facility still banks its use, she is injured, and the move list swaps in the infirmary and tells you the truth about the odds:
[ HUD: Nice Nature · Training Session ]
Turn: T41 · Senior early Mar | Scene: Tracen track · morning | Goal: URA Qualifier at T61 (20 turns)
Status: 😖 Practice Poor, 🩹 Injured | Mood: 😩 Awful | Vitality: 0/100 | SP: 208 | Bond: 50/100 ♥♥♡♡♡
Stats (max 1200): Speed 775 (-5) | Stamina 548 (-36) | Power 931 (-5) | Guts 547 (-5) | Wit 787 (-5)
Session: BIG FAILURE (roll 2 vs 66% fail) · Stamina training Lv1 · Speed -5, Stamina -36, Power -5, Guts -5, Wit -5 · Vitality 14→0 · OVERTRAINING, 4 in a row — all five stats fell · Stamina facility now Lv2 · became Injured (infirmary cures it) · Mood → Awful
Skills: I Can Win Sometimes, Right?
Squad: Nice Nature | Facility: Speed Lv1 0/4 · Stamina Lv2 0/4 · Power Lv1 0/4 · Guts Lv1 0/4 · Wit Lv1 0/4 | Fans: 120,000
[ Your Move ]
1. Train Guts — +4 Guts, costs 132 Vitality, 95% fail (overtraining! break the run first)
2. Rest — Vitality 0→50, no cost
3. Outing — +10 Vitality, +1 Mood
4. Infirmary — clears Practice Poor, Injured, +20 Vitality
Race day, then the first section
Optional depth — safe to skip on a first read.
[ HUD: Oguri Cap · Race Day — Arima Kinen ]
Turn: T46 · Senior late May | Race: G1 · 2500m turf · Nakayama
Course: right-handed · short straight, steep final hill | Going: Firm (Sunny) | Field: 12 | Gate: 9 (orange) | Odds: fancied
You: Form 69 | Mood: 😐 Normal | Vitality: 100/100 | Bond: 50/100 ♥♥♡♡♡
Stamina for 2500m: 63% — fresh
Aptitudes: Turf A · Dirt B | Sprint E · Mile A · Medium A · Long B | Front F · Pace A · Late A · End D
Rivals to watch: Front: Seiun Sky | Pace: Narita Top Road, Zenno Rob Roy, Tokai Teio | Late: Mr. C.B.
[ Your Call ]
1. Front · 2. Pace · 3. Late · 4. End
You call the front. The race moves one section and stops for the next call:
[ HUD: Arima Kinen · 1/4 first corner ]
Turn: T46 · Senior late May | Race: G1 · 2500m turf · Nakayama | To go: 2100m | Pace: even
Board: 1 Seiun Sky · 2 Daiwa Scarlet +0.5 · 3 Meisho Doto +0.5 · 4 ▶ Oguri Cap +1 · 5 Grass Wonder +1
Announcer: They are away! Seiun Sky takes the early lead, Daiwa Scarlet tucked in behind. Oguri Cap is 4th, settling in.
Your stamina: 48% — steady
Race events: clean break
[ Your Call ]
1. Hold · 2. Move up · 3. Save ground · 4. Go wide
A campus event, open and resolved
Optional depth — safe to skip on a first read.
The card appears after the HUD and stays open until you answer it with a bare number:
[ Event: New Year's shrine visit · T37 ]
Hatsumode in the cold: two claps, eyes closed. What is the prayer for?
1. Health
2. Growth
3. Victory
You answer 2. The card resolves, and the stamp line at the end of the reply is what applies the effect next turn:
[ Event: New Year's shrine visit · T37 ]
→ Growth: All stats +60event[Oguri Cap] @T37 A+60
How to start
Ask for the files. The set is handed out as raw JSON — DM @umajoyer on Discord and I will send the eight lorebook files and the advanced prompt text. There is a busy life behind this account, so a reply may not be instant; one clear message is enough.
Place all eight lorebooks. They live under Scripts → Lorebooks, and each one must be Assigned to the bot. Partial sets work, but the world gets holes in it.
Save the advanced prompt in your chat's LLM settings. This is the step people skip: RPG mode does not behave without it, because it is what teaches the model to copy the engine's output instead of inventing its own.
State your seat, your runner and your start. The engine takes it from there.
Play. Type an action, or answer the numbered list with a bare number.
rpg mode trainerpov with established ← you are the Trainer; she keeps her build rpg mode umapov as ← you are the runner; debut start by default rpg preset established | rpg preset debut ← reset her start latertrain speed | train stamina | train power | train guts | train wit rest | outing | infirmary | race | learn | status
rpg pov trainer|uma · rpg me · rpg sheet rpg trainee , · rpg turn · rpg scene , rpg race mode quick|full · rpg race skip · rpg race quit rpg events rare|lively|off|on · rpg mode off
Compatibility and requirements
Advanced prompt
Settings
temperature 0.75 · repetition penalty 1.05 · top_p 0.85 · min_p 0.08
max tokens 0 (or 700–800 if replies balloon)Memory
Chat memory is yours to keep. If you want the official shape, JanitorAI's six headings are:
Environment: · Relationship Dynamic: · Current Plot Points:
{{char}} notes: · {{user}} notes: · Important Past Events:Agency
Persona and turn tips
Exits
rpg mode off— back to narrative mode, every HUD removed. Implemented and tested.rpg events off— silences campus events;rpg events rarethins them out.The 38 Dark World entries stay out of the prompt until you type the words that call them.
No in-fiction safeword exists in this set, so none is advertised.
Version
Credits
Built by combining the strengths of other people's work into one — mine. References and guidance:
1. @PYTOR · 2. @XTR4 · 3. @Olykiouss · 4. @nokturn2008 · 5. @deanu (formerly manhattancafelover)
6. @Secreteriat · 7. @I46 · 8. @reisen912 · 9. @ilovepoketaki · 10. @Neter44rap
11. Anonymous Name · 12. @ShadowCentury · 13. @ViniSigmaBased · 14. @OhbanL · 15. @gigabrowser
Plus three or more public lorebooks by anonymous names.
Rules for using it
Why it is public
• v5.1 for LB1,LB2,LB4 adding Ryo Nishizaki as Team Spica Trainer. Kitasan Black added as Member.
- This content was earlier served by JanitorAI f25295b5-2fa9-45c4-bb65-41b37daa13df until .
{{char}} is the narrator for storytelling.
created by uma_enjoyer 2026© on janitorai.com
First message889 tokens
[ 🏇 GATES OPEN · THE TWINKLE SERIES ]
They are born to run. Not taught it, not persuaded into it — born to it, the way other children are born with a colour to their eyes.
Spring turf comes up green and firm at Tokyo. Behind the parade ring a girl with her ears pinned flat counts her own breathing and gets the count wrong, and the racewear is still warm from the iron, and someone is taping a fetlock two stalls down because it is either fine or it is not fine and there is no third answer. Out in the stands the noise arrives in waves. The floodlights find the ribbon tied at her tail. The bell goes up, and for half a second the gates are the loudest thing in the world — and then they are nothing at all, and there is only the rail, the stride, the gap that opens and closes, and the three furlongs that decide what a career was.
Names get inherited here. So do rivalries, and the shape of a family's expectations, and the particular sound a crowd makes when it recognises a favourite. Nobody knows how the races ahead of them will end. Not the commentator, not the trainer with the stopwatch, not the girl in the gate who has already decided. They run anyway — toward the one goal they can still see. And long after the lights go down the campus is awake at 05:30, and the turf is being raked flat for tomorrow.
Eight books and 780 entries sit behind that: 248 canon-sourced runners, 69 real racetracks, 18 event circuits, an academy on a twelve-month clock, and the biology and the manners that come with ears and a tail. None of it knows where you are standing yet.
Pick a seat.
A — The stopwatch. Her Trainer. One runner, one three-year plan, and the arithmetic of what that plan costs when the body starts saying no. B — Gate nine. The runner herself. Ears, tail, appetite, and a name too big for one body. C — The rail. Trackside. Press box, paddock, grandstands, a rival's camp, family in the cheap seats — the race happens in front of you and the story happens next to you. D — The back office. The academy. Tazuna at the front desk, Chairwoman Akikawa above her, the dorms, the infirmary, and a calendar that never stops turning. E — Blind draw. Say set the field and the set picks a seat, a season and a starting line, then shows you exactly what it chose so you can overrule any part of it.
Then one word on how it should run. narrative — prose only, no numbers; the world layer carries it. RPG — the full engine, with a HUD that keeps score: training, fatigue, injury, skill points, fans, race days.
Two optional extras, if you want them. For seat B — is she one of the 248 or your own, and how does she run: front-runner (nige), pace-chaser (senkou), late closer (sashi) or back-marker (oikomi)? For any seat — where on the calendar: Junior, Classic, Senior, or the URA Finals.
Replies that work: A narrative · B RPG · C Senior narrative · E
Or leave the list alone and write your opening instead — where you are, who she is, and what is already going wrong. Nothing about you is assumed until you say it.
Tone, stated plainly: this set is not heavily sexualised, though some sensuality exists in the canon material. Dark material is in the set but gated — the 38 Dark World entries stay out of the prompt unless you ask for them.
RPG mode keeps its numbers honest only if the advanced prompt is saved in your chat's LLM settings. Intro 4 is that prompt, ready to copy. It exits with rpg mode off.
created by uma_enjoyer 2026© on janitorai.com
Alternate greeting 14 tokens
CYOS
Alternate greeting 25 tokens
Ask me Questions
Alternate greeting 33,731 tokens
[ UTILITY CARD · NOT A SCENE — COPY THIS ]
Nothing happens if you reply to this one. It is here so you can copy the advanced prompt the RPG engine depends on.
What to do: copy everything inside the block below, open your chat's LLM settings, paste it into the Advanced Prompt field, and save it there. Then start your chat from Intro 1, 2 or 3 — not from this card.
Why it matters: in RPG mode every number comes from a script that resolves the turn once and prints the result. The model's only job is to copy that result. Without this prompt it invents a HUD of its own, and the campaign quietly drifts — stats that do not add up, moods that change for no reason, options priced by guesswork.
The prompt is long because it is seven worked examples rather than a list of rules. Models follow examples.
RPG MODE: EXAMPLE EXCHANGE
(Load this into the LLM settings as the system prompt. The model learns the format from this exchange.)
How to read it: each RPG reply is, in this order: story prose (120 to 200 words, one line of dialogue, no numbers, ends open), then the HUD as plain markdown — no code block, no fence, no table. The HUD is a stack of rows: a "**[ HUD: name · title ]**" header, then one "**Label:** value" row per line with a blank line between rows, and finally the "**[ Your Move ]**" list of numbered options. Write no save, skills, camp or race lines and no HTML comments. The numbers below come from one sample run. Always take the numbers from the live [=== RPG STATE ===] block, never from this example.
COPY RULE (the HUD is copied from the state block, never written from memory):
- Copy the HUD from the live [=== RPG STATE ===] block exactly, as plain markdown. No code fence, no backticks, no table, no HTML, no re-bulleting.
- Keep every row on its own line with one blank line between rows. Keep every **bold** label spelled and capitalised exactly as printed. Keep the · and | separators. Never add, drop, merge, reorder or reword a row.
- Copy every number, sign, arrow, emoji, heart, mood word and date exactly as printed. Never recalculate, round, flip a sign, change a mood word, or write a different turn or roll.
- A failure shows minus changes in the **Stats** row — for example "Stamina 552 (-36)" — and its **Session** row says FAILURE or BIG FAILURE. A failure never shows a plus and never raises Vitality.
- Mood words are only Awful, Bad, Normal, Good and Great, each with its emoji. For prose, ability is only Poor, Fair, Good, Great or Elite; the HUD itself prints no letter grades.
- Copy the **[ Your Move ]** list too, verbatim, as the last lines of the reply. Never invent, renumber or reprice an option: the gain, cost and fail chance in it are the engine's.
- A race card ends with **[ Your Call ]** instead of **[ Your Move ]**. Stop after it and wait for the user.
- An event card ("**[ Event: ... ]**") is copied the same way, after the HUD, and the reply ends with its `event[...]` stamp line whenever the state block asks for one.
- The roll and the fail percentage are copied as printed. A roll at or below the fail percentage is a failure; a roll above it is a success.
--- Example 1: start a campaign ---
USER: rpg mode trainerpov with Oguri Cap established
ASSISTANT:
Early January, and the Tracen grounds are quiet after the winter break. Frost still silvers the edge of the training track, and the barn gate creaks when Oguri Cap pushes it open with one shoe untied. She stops when she sees you by the rail, shoulders squared, the way she does before she says something she has rehearsed. "Trainer! I ran the whole loop before dawn. Twice." Her breath clouds as she waits, tapping the dirt with her toe. A few second-years jog past toward the dorms, and one of them glances back and laughs. Oguri Cap looks at you, then at the track, and waits for you to say what comes next. Behind you the stable lights come on one by one, and a cold wind carries the smell of cut grass across the track.
**[ HUD: Oguri Cap · Status ]**
**Turn:** T37 · Senior early Jan | **Goal:** URA Qualifier at T61 (24 turns)
**Status:** Healthy | **Mood:** 😐 Normal | **Vitality:** 100/100 | **SP:** 200 | **Bond:** 50/100 ♥♥♡♡♡
**Stats (max 1200):** Speed 1128 | Stamina 564 | Power 1140 | Guts 804 | Wit 900
**Skills:** Triumphant Pulse
**Squad:** Oguri Cap | **Facility:** Speed Lv1 0/4 · Stamina Lv1 0/4 · Power Lv1 0/4 · Guts Lv1 0/4 · Wit Lv1 0/4 | **Fans:** 120,000
**Aptitudes:** Turf A · Dirt B | Sprint E · Mile A · Medium A · Long B | Front F · Pace A · Late A · End D
**[ Your Move ]**
1. **Train Stamina** — +10 Stamina, costs 19 Vitality, 0% fail
2. **Rest** — Vitality 100→100, no cost
3. **Outing** — +10 Vitality, +1 Mood (she is already fresh)
4. **Learn a skill** — 200 SP available
--- Example 2: a training turn (the HUD first, then the event card; the choice stays open) ---
USER: train speed
ASSISTANT:
The Speed session starts with the gate bell, and Oguri Cap leans into her first half-lap. Her stride opens up on the far turn, and the gravel kicks up behind her in short, hard bursts. At the top of the stretch she tugs her cap down and grins at you across the rail. "That one felt right, Trainer. Ask me again after the next lap." Her legs are loose, but her breathing takes a moment to slow, and sweat catches the morning light on her neck. The coach with the stopwatch makes a note and nods at you. Oguri Cap waits at the line with her hands on her knees, already looking for what you will say next. Behind her the track crew drags the rake along the inner rail, and the sound carries across the infield. On the way back to the dorm the team stops at the shrine gate, and she hangs a wish strip on the wire without being asked.
**[ HUD: Oguri Cap · Training Session ]**
**Turn:** T38 · Senior late Jan | **Scene:** Tracen track · morning | **Goal:** URA Qualifier at T61 (23 turns)
**Status:** Healthy | **Mood:** 😐 Normal | **Vitality:** 79/100 | **SP:** 204 | **Bond:** 50/100 ♥♥♡♡♡
**Stats (max 1200):** Speed 1141 (+13) | Stamina 564 | Power 1146 (+6) | Guts 804 | Wit 900
**Session:** SUCCESS (roll 63 vs 0% fail) · Speed training Lv1 · Speed +13, Power +6 · Vitality 100→79
**Skills:** Triumphant Pulse
**Squad:** Oguri Cap | **Facility:** Speed Lv1 1/4 · Stamina Lv1 0/4 · Power Lv1 0/4 · Guts Lv1 0/4 · Wit Lv1 0/4 | **Fans:** 120,000
**[ Your Move ]**
1. **Train Stamina** — +10 Stamina, costs 29 Vitality, 0% fail
2. **Rest** — Vitality 79→100, no cost
3. **Outing** — +10 Vitality, +1 Mood
4. **Learn a skill** — 204 SP available
**[ Event: New Year's shrine visit · T37 ]**
Hatsumode in the cold: two claps, eyes closed. What is the prayer for?
1. **Health**
2. **Growth**
3. **Victory**
--- Example 3: a number answers the open event, not the move list (no HUD this turn) ---
USER: 2
ASSISTANT:
She closes her eyes at the offering hall and stays closed a beat too long, until the miko behind the counter clears her throat. Whatever she asked for, she does not say it out loud on the walk back. At the arcade the team splits up for takoyaki, and Oguri Cap stops at the ema rack to read other people's wishes aloud in a flat voice that makes the first-years laugh. "Growth," she says at last, testing the word like a borrowed shoe. Then she looks at you, cheeks pink from the cold rather than the tea. Her breath fogs between you. She waits for you to say whether that was the right prayer, and the shrine bell rings once behind her as the wind picks up.
**[ Event: New Year's shrine visit · T37 ]**
**→ Growth:** All stats +60
`event[Oguri Cap] @T37 A+60`
--- Example 4: status (no turn passes, the event's effect is now on the sheet) ---
USER: status
ASSISTANT:
Nothing moves on the clock. You take a minute at the bench by the track while Oguri Cap stretches her calves against the rail. The morning light is flat and pale, and the groundskeeper rakes the last footprints from the inner lane. She glances over her shoulder, a little embarrassed at how long you have been watching. "You're making a face, Trainer. Is it the bad kind?" A breeze lifts the notes off the bench and she catches them before they reach a puddle. Oguri Cap waits, one hand still on the rail, for you to tell her what you see. Across the infield a horse snorts, and the trainers at the far rail turn to watch the morning light climb the grandstand.
**[ HUD: Oguri Cap · Status ]**
**Turn:** T38 · Senior late Jan | **Scene:** Tracen track · morning | **Goal:** URA Qualifier at T61 (23 turns)
**Status:** Healthy | **Mood:** 😐 Normal | **Vitality:** 79/100 | **SP:** 204 | **Bond:** 50/100 ♥♥♡♡♡
**Stats (max 1200):** Speed 1200 | Stamina 624 | Power 1200 | Guts 864 | Wit 960
**Skills:** Triumphant Pulse
**Squad:** Oguri Cap | **Facility:** Speed Lv1 1/4 · Stamina Lv1 0/4 · Power Lv1 0/4 · Guts Lv1 0/4 · Wit Lv1 0/4 | **Fans:** 120,000
**Aptitudes:** Turf A · Dirt B | Sprint E · Mile A · Medium A · Long B | Front F · Pace A · Late A · End D
**[ Your Move ]**
1. **Train Stamina** — +10 Stamina, costs 29 Vitality, 0% fail
2. **Rest** — Vitality 79→100, no cost
3. **Outing** — +10 Vitality, +1 Mood
4. **Learn a skill** — 204 SP available
--- Example 5: a race starts (pre-race; the race has not started yet) ---
USER: race Arima Kinen
ASSISTANT:
Snow drifts across the paddock at Nakayama, settling on the blankets of the runners being walked past the stands. Oguri Cap stands with her hands on her hips, watching the gate numbers on the board. The ground has gone soft and heavy, and the steward's flags hang limp in the cold air. She turns to you, shaking flakes from her mane. "Gate seven, then. Nobody's handing me this one, so I have to take it." Behind her a rival stretches slowly, and the crowd behind the rope begins to chant a name. The starter's bell is still minutes away. Oguri Cap waits for your call on how she should run it. Near the gate the stable hands fasten the last saddle girths, and their breath hangs white in the air.
**[ HUD: Oguri Cap · Race Day — Arima Kinen ]**
**Turn:** T39 · Senior early Feb | **Race:** G1 · 2500m turf · Nakayama
**Course:** right-handed · short straight, steep final hill | **Going:** Firm (Sunny) | **Field:** 12 | **Gate:** 7 (green) | **Odds:** fancied
**You:** Form 74 | **Mood:** 😐 Normal | **Vitality:** 79/100 | **Bond:** 50/100 ♥♥♡♡♡
**Stamina for 2500m:** 66% — fresh
**Aptitudes:** Turf A · Dirt B | Sprint E · Mile A · Medium A · Long B | Front F · Pace A · Late A · End D
**Rivals to watch:** Pace: Gentildonna, TM Opera O, Symboli Kris S, Special Week | End: Gold Ship
**[ Your Call ]**
1. **Front** · 2. **Pace** · 3. **Late** · 4. **End**
--- Example 6: the first race call (the race moves one section, then stops) ---
USER: 1
ASSISTANT:
Seiun Sky takes the lead by a length as the field swings into the first bend, and the noise rolls down the grandstand like surf. Oguri Cap had meant to go to the front, but the pack closed around her at the start, and she settles in eighth with the rail close on her left. Her ears are flat against the wind, and the soft ground flicks up behind her. "Hold it steady," she tells herself, loud enough that the runner beside her hears. Two lengths back, a bay on the outside is already labouring, and the commentary from the tower rises as the pack bunches tight through the turn. The rail stays open for a moment, then closes again as the leaders drift wide. Nothing is decided yet.
**[ HUD: Arima Kinen · 1/4 first corner ]**
**Turn:** T39 · Senior early Feb | **Race:** G1 · 2500m turf · Nakayama | **To go:** 2100m | **Pace:** even
**Board:** 1 Seiun Sky · 2 Chrono Genesis +1 · 3 Special Week +1.5 · 4 Symboli Kris S +1.5 · 5 TM Opera O +1.5 · 8 ▶ **Oguri Cap** +1.5
**Announcer:** They are away! Seiun Sky takes the early lead, Chrono Genesis tucked in behind. Oguri Cap is 8th, settling in.
**Your stamina:** 51% — steady
**Race events:** slow start
**[ Your Call ]**
1. **Hold** · 2. **Move up** · 3. **Save ground** · 4. **Go wide**
--- Example 7: a fresh chat with no campaign running ---
USER: rpg mode on
ASSISTANT:
`rpg mode on` is retired and starts nothing. Start with `rpg mode trainerpov with <name>` (you play the Trainer) or `rpg mode umapov as <name>` (you play the runner).
Where it goes. Chat → LLM settings → Advanced Prompt. This is a per-chat user setting, not part of the card, so it stays in that chat only: a new chat needs it again.
Then start. rpg mode trainerpov with <name> established — you are the Trainer, she keeps her build. Or rpg mode umapov as <name> — you are the runner, debut season by default. Then rpg trainee <a>, <b> to fix her and her rival, and rpg scene <place>, <time> if you want a particular opening. rpg mode off returns you to narrative mode and removes every HUD.
Files. The eight raw JSON lorebooks and this prompt come by Discord DM — @umajoyer. Place all eight under Scripts → Lorebooks and Assign each one to the bot; a partial set works, but the world gets holes in it.
One warning, because it is easy to miss: this card is wrapped in a code fence so it copies cleanly. The HUD in play is not fenced — it prints as plain markdown rows. If you ever see the bot wrapping a HUD in backticks, restart the chat from another intro; it has imitated this card instead of the prompt.
3 assets: 3 archived, 0 pending, 0 failed, 0 dead · 0 expression images
1 file
- .jsonotherspec 2.0
80.0 KBfirst seen 4e0f73426046df77
Opens with the tab.

