V5 Lorebooks — Umamusume!
Tokens: 616 permanent · 889 first greeting · Lorebook: up to 845 tokens triggered, 165,058 across all entries · estimated prompt budget 5,192
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.
781 entries · scan depth 3
Book settings
- #1Campus & Life - Zone 1A - South Front Street: Ritto & Miho Dormitory Quadrangle Complex | Scope: Visual-canon location of the Ritto and Miho Dormitory Complex directly across the south front street from the Main Gate (Zone 1).
Keys: dormitory complex, front street dorms, south street dorms, dorm avenue, crossing to main gate, tracen dorms, crossing to main gates, laundry day, tail dryer, communal bath, after curfew, trainer in the dorm, visit her room
Enabled · After character · Order 100 · 100%
Entry settings
In the selected campus layout, the Ritto and Miho Dormitory Complex sits directly across the tree-lined south front street from Tracen Academy's Red-Brick Main Gate. Four large three-story white-and-brick quadrangle buildings enclosed around leafy central courtyards face the campus entrance across the two-lane zelkova avenue: Miho Dormitory occupies the two western quadrangles and Ritto Dormitory occupies the two eastern quadrangles, with a pedestrian crosswalk linking the central dorm avenue straight to the Main Gate pillars. Every morning before 05:30 dawn track work or 08:30 homeroom, sleepy Umamusume in tracksuits or pleated sailor uniforms step out of the dorm foyers, wave to the crossing guard, and walk straight through the Main Gate into the Three Goddesses Oval Forecourt in under 1 minute . At night, warm yellow light spills from hundreds of dormitory windows overlooking the gate where Public Morals patrols enforce the strict 22:00 curfew. Dorm life runs on set rules. Each room's laundry is collected on set days, bagged by a contractor and taken away, Miho first and then Ritto, and the dorm head checks that nobody forgot. Breakfast and dinner are served in the dining hall every day, holidays included, and the large communal bath is stocked with tail-care supplies. Each dorm washroom has a dryer for grooming tail hair. Curfew is enforced, and night outings after curfew are forbidden even with a Trainer unless permission is granted; a lights-out time exists, though in-dorm kitchen parties are tolerated. Pets are forbidden except by special permission. Trainers may not enter the dorms; the lobby, with the dorm head's permission, is the grey zone. An Umamusume visiting her Trainer's room is not against the rules.
- #2Campus & Life - Zone 1B - Ritto Dormitory (South-East Quadrangle - Warden Fuji Kiseki) | Scope: Ritto Dormitory architecture, two-person rooms, and Warden Fuji Kiseki's stewardship (Zone 1).
Keys: ritto dormitory, ritto dorm, east dorm quadrangle, warden fuji kiseki, ritto rooms, ritto dormitories, ritto dorms
Enabled · After character · Order 200 · 100%
Entry settings
Ritto Dormitory is led by Fuji Kiseki. Most students share a room with one roommate, with communal facilities supporting study, meals, and daily routines. Trainers may not enter the dorms. It stands south across the front street from the main gate, east of Miho Dormitory.
- #3Campus & Life - Zone 1C - Miho Dormitory (South-West Quadrangle - Warden Hishi Amazon), Bathhouse & Tail Laundry | Scope: Miho Dormitory architecture, Warden Hishi Amazon's caretaking, and the shared Bathhouse and Tail-Wash Laundry (Zone 1).
Keys: miho dormitory, miho dorm, west dorm quadrangle, warden hishi amazon, dorm bathhouse, tail laundry, miho dormitories, miho dorms
Enabled · After character · Order 300 · 100%
Entry settings
Miho Dormitory is led by Hishi Amazon. Shared kitchens, living spaces, and study areas make it a setting for ordinary friendship as well as occasional disagreements. Observe the established room assignments and visitor boundaries. It stands south across the front street from the main gate, west of Ritto Dormitory. Both dormitories belong to the same academy campus.
- #4Campus & Life - Zone 1D - Red-Brick Main Gate, Guardhouse & Oval Forecourt Plaza (Three Goddesses Statue) | Scope: The Red-Brick Main Gate, Security Guardhouse, and Oval Forecourt centered on the Three Goddesses Statue (Zone 1).
Keys: main gate, red-brick gate, oval forecourt, three goddesses statue, security guardhouse, visitor pass, main gates, red-brick gates
Enabled · After character · Order 400 · 100%
Entry settings
Low red-brick gate pillars and wrought-iron arches mark Tracen Academy's southern entrance directly opposite the Ritto and Miho Dormitories, flanked by the Security Guardhouse where Secretary Tazuna Hayakawa's registry issues temporary visitor armbands to reporters and family guests while students tap their ID passes before heading out into Fuchu City. The gate opens north onto a wide zelkova-and-cherry-tree stone promenade leading straight into the Oval Forecourt Plaza - centered around the bronze-and-marble Three Goddesses Statue and Fountain honoring Darley Arabian, Godolphin Barb, and Byerley Turk. Surrounded by curved wooden park benches, manicured flowerbeds, and the digital Twinkle Series race-entry bulletin board right in front of the H-shaped Main Academic Building , the fountain is where trainees touch the cool water for pre-race luck and meet their Trainers at dawn.
- #5Campus & Life - Zone 2A - Centerpiece: The H-Shaped Main Academic Building (Classrooms, Tail-Cutout Desks & Skybridges) | Scope: The 4-story neoclassical H-shaped Main Academic Building, ergonomic classrooms, and Agnes Tachyon's lab (Zone 2).
Keys: main academic building, h-shaped building, tail hole chair, homeroom class, agnes tachyon lab, rooftops
Enabled · After character · Order 500 · 100%
Entry settings
Rising directly north of the Three Goddesses Oval Forecourt at the geographic center of campus is Tracen's architectural centerpiece: a grand four-story neoclassical H-shaped complex consisting of a West Wing, an East Wing, and a Central Bridge topped by the Blue-Roofed Clock-Tower Spire. Inside, 3-meter-wide corridors, raised doorways, and sound-dampened ceiling panels prevent tail-stepping and ear-sensitive reverberation, while every classroom desk pairs with an ergonomic wooden chair featuring a curved U-shaped rear cutout and soft cushion slot so horse tails drape comfortably during 08:30-12:00 Junior, Classic, and Senior Division classes. Morning lectures cover high-school academics alongside Race Theory, Exercise Physiology, Media Etiquette, and Winning Live Choreography. Elevated glass skybridges and accessible flat rooftops link both wings, while a sealed corner chemistry room in the upper West Wing has been commandeered by Agnes Tachyon as her glowing flasks-and-chalkboards biomechanics laboratory.
- #6Campus & Life - Zone 2B - Central Clock-Tower Spire: Student Council Room, Tazuna's Reception & Chairwoman's Suite | Scope: The Blue-Roofed Central Clock Spire housing the Student Council Room, Tazuna's Reception, and Chairwoman Akikawa's Office (Zone 2).
Keys: clock tower spire, student council room, chairwoman office, akikawa office, eclipse trophy hall, tazuna reception
Enabled · After character · Order 600 · 100%
Entry settings
Crowning the central bridge of the H-shaped Main Academic Building is the iconic Blue-Roofed Clock-Tower Spire, whose tall arched windows look south over the Three Goddesses Statue and north over the Rear Atrium Plaza. The ground-floor vaulted gallery houses Chief Secretary Tazuna Hayakawa's Central Reception Desk (where race registration slips and team contracts are stamped) and the gleaming Eclipse Trophy Hall - where crystal cases display historic G1 winner sashes, golden horseshoes, and the bronze plaque inscribed: 'Eclipse first, the rest nowhere.' On the third floor sits the oak-paneled Student Council Room where President Symboli Rudolf, Vice President Air Groove, Secretary Narita Brian, and Treasurer Maruzensky review race petitions, club budgets, and campus events; the top floor beneath the clock mechanism houses Chairwoman Yayoi Akikawa's sunlit executive suite.
- #7Campus & Life - Zone 2C - West & East Wing Ground-Floor Cafeterias, Nutrition Bar & Campus Store (Baiten) | Scope: The ground-floor West and East Flanking Cafeterias and Campus Store inside the H-shaped Main Academic Building (Zone 2).
Keys: tracen cafeteria, west cafeteria, east cafeteria, carrot hamburger, monster platter, campus store, baiten
Enabled · After character · Order 700 · 100%
Entry settings
Occupying the sunlit ground floors of the West and East Flanking Wings of the H-shaped Main Academic Building are Tracen's cavernous large student cafeterias and the Campus Co-op Store (Baiten). Because an active Umamusume sprinting at 65+ km/h burns substantial energy during training, staff's kitchens operate two parallel counters: the Sports Nutrition Bar - serving weighed low-fat steamed chicken, tofu salads, and electrolyte smoothies for pre-race weight checks - and the Stamina Line, serving towering 'Oomori' mountains of glazed carrot hamburg steak, garlic pork udon, and three-berry tower parfaits for bottomless eaters like Oguri Cap, Special Week, and Rice Shower. Next door, the Baiten sells ear-ribbons, tail combs, notebooks, and coveted limited-edition yakisoba and melon bread.
- #8Campus & Life - Zone 2D - Two-Story Tracen Library & The Hollow Tree Stump Courtyard (East Wing Lawn) | Scope: The Two-Story Library inside the Academic Building and the Hollow Tree Stump tucked beside the East Wing (Zone 2).
Keys: tracen library, video study room, hollow tree stump, tree stump, stump courtyard, shouting into the stump
Enabled · After character · Order 800 · 100%
Entry settings
Inside the quiet upper East Wing of the H-shaped Main Academic Building sits the two-story Tracen Library: the first floor smells of cedar shelves and old paper, housing academic references, turf histories, and fantasy novels (frequented by Library Committee members Zenno Rob Roy and Rice Shower), while the second floor contains soundproofed Twinkle Series Race Video Study Booths stocked with decades of domestic and international G1 footage for pace-split analysis. Immediately outside on the quiet inner courtyard grass tucked right beside the East Wing stands Tracen's famous giant Hollow Tree Stump - where frustrated or anxious Umamusume lean over the mossy hollow at dusk to shout out secret fears, slumps, or embarrassments ('Why can I still not catch her?!'), and where Team Musaka's God Hannibal regularly gets stuck headfirst.
- #9Campus & Life - Zone 2E - The North Rear Atrium Plaza (In-Game Home Screen Plaza) | Scope: The North Rear Atrium Plaza enclosed between the northern arms of the H-shaped Main Academic Building (Zone 2).
Keys: north rear plaza, atrium plaza, rear lobby plaza, twin outdoor staircases, home screen plaza, circular planter
Enabled · After character · Order 900 · 100%
Entry settings
Enclosed between the northern arms of the West and East Academic Wings directly behind the central clock-tower spire lies the North Rear Atrium Plaza - the white-stone courtyard seen on the official in-game home screen. Framed by the tall multi-story arched glass atrium wall of the central bridge and twin sweeping outdoor staircases that climb the inner walls of both flanking wings, the plaza centers on a circular stone planter with shaded benches and glowing vending machine alcoves. Throughout the day, Umamusume chat on the steps between classes, wave down to their Trainers from the second-floor balconies, check LANE messages, and set off northeast down the wide diagonal avenue toward the Open-Air Amphitheater and the Tracen Racetrack Complex , or walk 2 minutes northwest to the Trainer's Office Building and Indoor Pool.
- #10Campus & Life - Zone 3A - West Perimeter (South-West): Grass Soccer Pitch & Athletic Field | Scope: The full-sized South-West Grass Soccer and Athletic Field west of the Main Gate promenade (Zone 3).
Keys: soccer pitch, soccer field, athletic field, west field, dugout sheds, ball sports field
Enabled · After character · Order 1000 · 100%
Entry settings
Just west of the Main Gate promenade and Three Goddesses Forecourt stretches the South-West Grass Soccer and Multi-Sport Athletic Field. Enclosed by tall green perimeter netting to catch high kicks, four corner floodlight towers for twilight practice, and four small white team dugout sheds along the touchline, this manicured natural-grass pitch hosts physical-education classes, U.A.F. (Uma Athletic Festival) sphere-genre qualifiers, agility footwork ladders, medicine-ball throws, and spirited after-school soccer matches where high-stamina runners test their lateral cutting and footwork without cleat plates.
- #11Campus & Life - Zone 3B - West Perimeter (Central): Weight Gym & Western Woods Team Rest Cottages | Scope: The West-Central Fitness/Weight Gym and the row of 10+ white-roofed Team Rest Cottages along the Western Woods (Zone 3).
Keys: weight gym, fitness gym, forest cottages, team rest cottages, western woods, barbell gym
Enabled · After character · Order 1100 · 100%
Entry settings
North of the South-West Soccer Pitch, nestled between the West Wing of the H-shaped Main Academic Building and the dense Western Woods , stands the glass-and-brick Fitness & Weight Gym alongside a long north-south avenue of ten-plus small white-roofed Team Rest Cottages backed against the cool forest trees. Inside the Weight Gym, reinforced hydraulic squat racks, heavy leg presses, cable machines, and core balance balls engineered for Umamusume muscular output host power-lifters like Mejiro Ryan, Gentildonna, Symboli Kris S, and Hishi Amazon. Outside along the forest path, the quiet white-roofed Team Cottages provide individual squads with shaded verandas, tea kettles, locker cubbies, and massage tables for midday rest between morning and afternoon workouts.
- #12Campus & Life - Zone 3C - West Perimeter (North-West): Dedicated Trainer's Office Building, Indoor Pool & Infirmary | Scope: The North-West Trainer's Office Building, Indoor Swimming Pool Complex, Changing Rooms, and Sports Medicine Infirmary (Zone 3).
Keys: trainer's office building, indoor swimming pool, rehab pool, changing rooms, tracen infirmary
Enabled · After character · Order 1200 · 100%
Entry settings
Standing on its own manicured lawn northwest of the H-shaped Main Academic Building is the dedicated Trainer's Office Building - housing licensed Trainers' private offices, video-review sofas, magnetic 3-year goal boards, and brass team fan-letter boxes - together with Chief Physician Dr. Yukie Tsukiyoshi's Sports Medicine Infirmary (equipped with diagnostic tendon ultrasound bays, digital thermography, ice-compression boots, and quiet recovery beds). Directly north of the Trainer's Office Building, bordering the northern woods, sits the blue-roofed Indoor Swimming Pool Complex and Changing Rooms, where Physical Therapist Saki Amari supervises the 25m heated non-weight-bearing lap pool, glass underwater treadmills, and cold-water leg plunge spas.
- #13Campus & Life - Zone 4A - East Perimeter (South-East): Tennis Courts, Team Canopus Sheds & Team Spica Clubroom | Scope: The South-East Tennis Courts, the row of 6 clubroom sheds housing Team Canopus, and Team Spica's corner clubroom (Zone 4).
Keys: tennis courts, canopus clubroom, spica clubroom, southeast clubrooms, hardcourt tennis, clubroom sheds
Enabled · After character · Order 1300 · 100%
Entry settings
East of the Main Gate promenade and Three Goddesses Forecourt sit two red-and-green hardcourt Tennis Courts enclosed by wire fencing and shaded benches. Immediately south of the tennis courts along the front-east campus wall stands a neat row of six single-story gabled clubroom sheds, including Team Canopus's cozy, pennant-hung clubroom (where Nice Nature, Twin Turbo, Ikuno Dictus, and Matikanetannhauser gather around the kotatsu and strategy board). Tucked slightly apart at the far south-east corner among the shade trees sits Team Spica's iconic clubroom - complete with its wooden porch steps, magnetic race whiteboard, snack table, worn leather couch, and honey-drink fridge.
- #14Campus & Life - Zone 4B - East Perimeter (Central): Green-Gabled Indoor Gymnasium, East Cottages & Cleat Workshop | Scope: The massive Green-Gabled Indoor Gymnasium, East Team Clubroom row, and Master Kouchi's Cleat Workshop (Zone 4).
Keys: indoor gymnasium, green-roofed gym, east team cottages, farrier workshop, cleat workshop
Enabled · After character · Order 1400 · 100%
Entry settings
Rising north of the South-East Tennis Courts and directly east of the Main Academic Building is the massive Green-Gabled Indoor Gymnasium - whose gleaming hardwood courts, high steel rafters, and stage gallery host all-campus opening ceremonies, basketball and volleyball tournaments, U.A.F. combat/freestyle events, and rainy-day indoor sprint drills. Flanked along the eastern tree-line beside the gymnasium is a quiet north-south row of small Team Clubroom Cottages (including Team Sirius, Team Rigil, Team Alkes, and Team Musaka) and the Equipment & Shoe-Fitter Workshop, staffed by campus craftspeople with Belno Light assisting when her duties permit, where steel, aluminum, and titanium racing cleat plates (Teitetsu) are inspected, fitted, and adjusted for individual athletes.
- #15Campus & Life - Zone 4C - East Perimeter (North-East): Fan-Shaped Open-Air Amphitheater (Winning Live Stage) | Scope: The North-East Fan-Shaped Open-Air Amphitheater for Winning Live rehearsals and outdoor rallies (Zone 4).
Keys: open-air amphitheater, fan-shaped amphitheater, outdoor stage, winning live rehearsal, shell stage
Enabled · After character · Order 1500 · 100%
Entry settings
Located immediately north of the Green-Gabled Indoor Gymnasium and just east of the North Rear Atrium Plaza sits Tracen's Fan-Shaped Open-Air Amphitheater. Built with a white acoustic shell roof, hydraulic center-stage lift, and full concert lighting rig facing semicircular tiered wooden benches and grassy lawn terraces, this open-air theater echoes every afternoon and evening with Winning Live vocal warm-ups, three-runner center-position dance choreography, Project Grand Live rehearsals under producer Light Hello, and pre-G1 student pep rallies under the twilight sky.
- #16Campus & Life - Zone 5A - North-East Diagonal Avenue: Tracen Racetrack, West Grandstand, Turf/Dirt Ovals & 3 Infield Rings | Scope: The North-East Tracen Racetrack Complex, West Observation Grandstand, concentric Turf/Dirt/Woodchip courses, and 3 infield warmup rings (Zone 5).
Keys: tracen racetrack, training track, west grandstand, turf oval, dirt oval, infield warmup rings, clocker stand
Enabled · After character · Order 1600 · 100%
Entry settings
Connected directly to the North Rear Atrium Plaza and Open-Air Amphitheater via a wide diagonal northeast avenue opens Tracen's vast North-East Racetrack Complex. Along the southwest homestretch stands the multi-tiered white-roofed West Trackside Observation Grandstand - where Trainers click 05:30 dawn splits at the rail, journalists Etsuko Otonashi and Sensuke Fujii watch Wednesday Oikiri workouts, and Selection Race crowds gather - beside the Weigh-In Room, Paddock, shower areas, and 12-Gate Electronic Barrier. Concentric ovals nest inside one another: the outer 2000m manicured Turf Course (maintained at adjustable Cushion Values by Head Groundsman Taro Yusuhara), the middle 1800m washed-river-sand Dirt Course, the inner 1600m shock-absorbing Woodchip Course, and three small oval warmup rings set inside the green grass infield.
- #17Campus & Life - Zone 5B - North-East Racetrack Forest Perimeter: 450m Uphill Slope & Sand Tire-Drag Bank | Scope: The 450m Woodchip Uphill Slope, Sand Tire-Drag Bank, and Starting Gate School along the outer forest perimeter of the Racetrack (Zone 5).
Keys: uphill slope, hill course, woodchip hill, sand tire drag, gate school, practice gates
Enabled · After character · Order 1700 · 100%
Entry settings
Curving along the outer northeast forest perimeter behind the main Racetrack backstretch is the roofed 450-meter Woodchip Uphill Slope - rising at a punishing 3.5% to 7.0% gradient with overhead digital split boards flashing every 100 meters, where Mihono Bourbon, Mejiro Ryan, Gentildonna, and Kitasan Black forge explosive glute, hamstring, and calf drive. Parallel to the slope along the cedar tree-line lie a deep river-sand tire-dragging bank for high-resistance power work, a 200m laser-timed straightaway, and the twelve-stall Starting Gate School where staff helps nervous trainees cure gate claustrophobia and late breaks (Deokure).
- #18Campus & Life - Zone 5C - Fuchu City, Western Tokyo Surroundings (Tama River, Tokyo Racecourse, Shrine, Shoutengai & Keio Line) | Scope: Exact canon geography of Fuchu City, Western Tokyo surrounding Tracen Academy within 5 to 30 minutes (Zone 5).
Keys: fuchu city, tama river, tamagawa embankment, tokyo racecourse, fuchu shoutengai, keio line
Enabled · After character · Order 1800 · 100%
Entry settings
Tracen Academy occupies a walled 800,000-square-meter campus in Fuchu City (Fuchu-shi), Western Tokyo: (1) South : the grassy Tama River Embankment (Tamagawa) with sunset views of Mount Fuji on the western horizon, riverbank steps, and evening cooldown paths; (2) Southwest : mammoth Tokyo Racecourse (Fuchu Racecourse); (3) North : historic Okunitama Shrine (Hatsumode, Omikuji fortunes, pre-G1 prayers) and the covered Fuchu Station Shopping District (Shoutengai - rotary Fukubiki lottery wheel, carrot grocers, freshly fried croquette/taiyaki stalls, karaoke boxes, and UFO Catcher arcade); (4) Northeast : wooded Fuchunomori Park; and (5) Central Tokyo Access : direct trains to Shinjuku, Harajuku/Omotesando, Shibuya, Akihabara, and 60 minutes south to Enoshima/Shonan Beach.
- #19Interior 01 - Interior Navigation and Established Doors
Keys: interior floorplan, indoor map, building layout, floor directory, hallway navigation, tracen interiors
Enabled · After character · Order 1900 · 100%
Entry settings
Classrooms, offices, shared facilities, and dormitories connect through corridors and outdoor paths. Keep an established doorway in the same place from one turn to the next. The scene's chosen campus layout is a navigation aid, not proof of exact floor numbers. When a room has not been placed, describe the approach simply rather than inventing a complete architectural survey.
- #20Interior 02 - Entrance Hall and Notice Boards
Keys: entrance hall, rotunda, central atrium, bulletin board, mezzanine staircase, lobby sofas
Enabled · After character · Order 2000 · 100%
Entry settings
The entrance hall gives arriving students a place to orient themselves, meet someone, or check a notice. Footsteps and passing conversations make it a public space rather than a private office. Describe the visible furnishings of the selected background; marble patterns, balcony counts, and a fixed weekly gate-draw notice are not universal requirements.
- #21Interior 03 - Classrooms and Corridors
Keys: classroom interior, school corridor, window hallway, chalkboard, lecture desk, exam penalty
Enabled · After character · Order 2100 · 100%
Entry settings
Classrooms support ordinary school subjects as well as the academy's racing-related education. Students bring books, take notes, and juggle assignments with practice. Academic classes are not divided into Junior, Classic, and Senior racing divisions. Use the uniform and furniture shown for the scene, allowing tails comfortable clearance without inventing a standardized chair specification.
- #22Interior 04 - Library and Race Video Study
Keys: library interior, reading room, audio visual room, race archive, mahogany bookshelves, study table
Enabled · After character · Order 2200 · 100%
Entry settings
The library supports reading, research, and quiet study. Zenno Rob Roy's literary interests make her a natural presence when appropriate, but a named character need not supervise every visit. Race footage can support tactical review where an audiovisual facility is established. An archive is not assumed to contain complete recordings and splits of every race ever run.
- #23Interior 05 - Commemorative Displays and Infirmary
Keys: trophy room, infirmary interior, hokenshitsu, nurse bed, orthopedic table
Enabled · After character · Order 2300 · 100%
Entry settings
A commemorative display can remind a runner of academy tradition, while the infirmary serves immediate health needs. These are separate functions, not necessarily adjacent rooms. Give an unwell student privacy and access to qualified staff. Exact examination equipment, staff assignments, and treatment outcomes should follow what the scene has established.
- #24Interior 06 - Student Council Room
Keys: student council interior, council chamber, eclipse plaque, rudolf desk, horseshoe table
Enabled · After character · Order 2400 · 100%
Entry settings
The student council room is a working space for Symboli Rudolf, Air Groove, and Narita Brian. Papers, scheduled meetings, and student requests can show the responsibilities behind their public image. Visitors do not become council members merely by appearing there. Preserve the room's established visual arrangement without asserting an unsupported third-floor location or automatic authority over external race results.
- #25Interior 07 - Academy Administration
Keys: administrative office, secretariat, director office interior, tazuna desk, akikawa safe, tagayashi-kun
Enabled · After character · Order 2500 · 100%
Entry settings
Yayoi Akikawa and Tazuna Hayakawa handle academy responsibilities from administrative spaces. A trainer may bring a question, request, or proposal and wait to be received. Their personalities can shape the meeting without inventing a secret safe, compulsory reception procedure, or exact floor plan. Riko Kashimoto's administrative role depends on the current circumstances.
- #26Interior 08 - Trainer Office
Keys: trainer office interior, trainer room, telemetry pc, office sofa, open door rule, tactical whiteboard
Enabled · After character · Order 2600 · 100%
Entry settings
A trainer's office supports planning, recordkeeping, and conversations with trainees. A desk, paperwork, and seating are enough to make a visit concrete; elaborate telemetry equipment is not mandatory. A student can knock and ask whether this is a good time. Access and privacy still matter, and an office visit does not automatically imply intimacy.
- #27Source: https://movie-umamusume.jp/character/
Keys: school rooftop, rooftop bench, science annex, bekkan, tachyon lab, manhattan cafe coffee
Enabled · After character · Order 2700 · 100%
Entry settings
A rooftop or quieter annex offers a different atmosphere from a busy classroom corridor when that location is established. Use safety barriers and access conditions appropriate to the scene. Tachyon's work and Cafe's preference for quieter surroundings do not fix every laboratory or coffee corner at one compass coordinate. Avoid describing unsupervised experiments as medically authoritative. In the setting where Tachyon and Cafe share the old science preparation room, her experiments and Cafe's coffee occupy different parts of that shared space.
- #28Interior 10 - Student Cafeteria
Keys: cafeteria interior, free buffet, all you can eat, cafeteria tv, tokumori, dining hall tables
Enabled · After character · Order 2800 · 100%
Entry settings
The cafeteria is a shared place for meals, conversation, and the contrast between different appetites. A runner may order a substantial meal after training, while another wants something smaller. Use the serving system and furnishings already visible in the setting. An exact seating capacity or unlimited free-food policy is not needed to make the scene work.
- #29Interior 11 - School Store Kitchen and Lounge
Keys: school store interior, baiten counter, culinary kitchen, cooking room, sofa area, gyaru lounge
Enabled · After character · Order 2900 · 100%
Entry settings
A school store can supply everyday purchases, a cooking room can host preparation, and a lounge can support a casual break. Keep their functions distinct. A character's actual interests determine who appears: no clique owns every sofa, and a named chef is not automatically responsible for all academy meals. Stock and equipment should remain ordinary unless specifically established.
- #30Interior 12 - Greenery and Equipment Storage
Keys: greenhouse interior, botanical conservatory, equipment storeroom, storage room, nishino flower garden
Enabled · After character · Order 3000 · 100%
Entry settings
Flower beds and cultivated greenery give academy life a quieter rhythm; Air Groove and the beautification committee are connected with tending flowers. A greenhouse, when established, offers shelter for plants rather than a compulsory secret meeting place. Equipment storage serves practical needs. Do not invent official club membership or a permanent hideout for a character simply because she is reserved.
- #31Interior 13 - Gym and Martial Arts Practice
Keys: gym interior, weight room, lunatic mode, catastrophe mode, tile breaking dojo, boxing sandbag
Enabled · After character · Order 3100 · 100%
Entry settings
Tracen's gym equipment accommodates Umamusume strength. The named Lunatic and Catastrophe settings belong to descriptions of its demanding training equipment, but they do not provide a verified universal machine speed or load. Practice should match the athlete and supervision. Martial arts and strength training are distinct activities rather than automatic supplements to every workout.
- #32Interior 14 - Dance Studio and Assembly Space
Keys: dance studio interior, ballet barre, mirror wall, multipurpose hall, gymnasium stage, press conference booth
Enabled · After character · Order 3200 · 100%
Entry settings
A dance studio provides room to rehearse choreography and coordinate with other performers. Mirrors and practice cues can help make movement readable when present in the selected background. An assembly or sports hall serves broader gatherings. Do not assume every hall contains permanent press booths or that the same room must host every official announcement.
- #33Interior 15 - Training Pool and Recovery
Keys: pool interior, diving tower, diving board, kickboard, school swimsuit, midnight swim
Enabled · After character · Order 3300 · 100%
Entry settings
The academy pool supports supervised training. It can offer a change from track work, but water does not make every injury safe to exercise on. Entry, lane use, and any rehabilitation work follow staff guidance and the athlete's condition. Exact pool dimensions and an automatic injury-recovery ladder are not required.
- #34Interior 16 - Dorm Rooms and Roommate Boundaries
Keys: dorm room interior, twin beds, dormitory rules, no pets rule, contenders waiting room, hikaeshitsu
Enabled · After character · Order 3400 · 100%
Entry settings
Ritto and Miho usually house two students per room. Personal possessions and habits distinguish roommates: how a desk is arranged, when a lamp is switched off, or whether a visitor is welcome. Fuji Kiseki leads Ritto and Hishi Amazon leads Miho. Trainers may not enter the dorms; an invitation alone does not erase dormitory rules.
- #35Campus & Life - Leisure Park Fuchunomori Park | Scope: Leisure Park Fuchunomori Park location map travel time.
Keys: fuchunomori park, town park, park walk, fuchunomori
Enabled · After character · Order 3500 · 100%
Entry settings
Fuchunomori Park offers paths, open space, and a chance to step away from training. A walk or quiet conversation can change the mood without awarding a numerical recovery benefit. Allow realistic travel time from the established starting point.
- #36Campus & Life - Leisure Shrine Okunitama Shrine | Scope: Leisure Shrine Okunitama Shrine location map travel time.
Keys: okunitama shrine, new year shrine, shrine visit, okunitama, daruma, lucky charm, good luck charm, paper cranes, wish plaque, kit kat, katsudon, hatsumode
Enabled · After character · Order 3600 · 100%
Entry settings
Okunitama Shrine is a respectful visit for a personal wish or a quiet moment before a big race. The procedure is a gate bow, a rinse at the basin, a five-yen coin, the bell, two bows, two claps and one bow. New Year queues run long, and runners come in kimono with the tail through the back seam. Last year's charms are returned here for burning. The victory and safe-legs charms are the popular ones, and bad fortune slips are tied to the rack. Athletes hang a wish plaque with a race name, and the team daruma has one eye painted in. A thousand paper cranes are folded for an injured runner. Before a G1, friends hand over 'surely win' chocolate bars and a cutlet bowl. The campus Three Goddesses statue is a separate bow. A charm comforts but never changes a result.
- #37Campus & Life - Leisure Karaoke Hall Harajuku Branch | Scope: Leisure Karaoke Hall Harajuku Branch location map travel time.
Keys: karaoke, karaoke hall, harajuku karaoke, karaoke room, karaoke branch
Enabled · After character · Order 3700 · 100%
Entry settings
A karaoke outing gives friends a private room, a song queue, and the choice to perform or simply listen. Let voices and confidence vary by character. A good evening comes from company rather than a numerical mood reward.
- #38Campus & Life - Leisure Arcade CraneGame GameCenter | Scope: Leisure Arcade CraneGame GameCenter location map travel time.
Keys: game center, arcade hall, crane machine
Enabled · After character · Order 3800 · 100%
Entry settings
An arcade offers crane games, rhythm games, and friendly competition. A small win can become a keepsake; a missed attempt can become a joke. Set a spending limit and keep the outcome in the scene rather than using a universal bonus table.
- #39Campus & Life - Leisure BeachCamp SummerCamp | Scope: Leisure BeachCamp SummerCamp location map travel time.
Keys: beach camp, summer camp, beach training, beach outing, summer training camp
Enabled · After character · Order 3900 · 100%
Entry settings
Summer training camp can combine hard practice with shared meals, recreation, and a change of scenery. The date, venue, and travel route follow the travel plan discussed by the participants. Do not carry a fixed campus travel-time table into an off-site scene.
- #40Campus & Life - Time Weather Season Morning Noon Night | Scope: Time Weather Season Morning Noon Night location map travel time.
Keys: morning530, noon announcement, night curfew, morning routine, time of day
Enabled · After character · Order 4000 · 100%
Entry settings
Time of day affects light, activity, and availability. Carry forward the last established time unless the scene advances it. A school bell, a meal, or a planned meeting can establish the next beat without inventing a hidden clock or compulsory daily schedule.
- #41Campus & Life - Weather Rain Wet Turf Ears Flatten | Scope: Weather Rain Wet Turf Ears Flatten location map travel time.
Keys: rain wet turf, ears flatten, tail flicks moisture, shoes slip, wet weather
Enabled · After character · Order 4100 · 100%
Entry settings
Rain changes visibility, footing, and the comfort of clothing. Some runners welcome it while others want shelter. Use the course's actual conditions and the character's preference rather than making every wet day a slip, illness, or dramatic rescue.
- #42Campus & Life - Weather Heat Cicadas Sweltering BeachCamp | Scope: Weather Heat Cicadas Sweltering BeachCamp location map travel time.
Keys: heat cicadas, sweltering heat, shaved ice, beach camp heat, hot weather
Enabled · After character · Order 4200 · 100%
Entry settings
Heat may change a training plan and make shade, rest, and hydration more important. Describe the conditions and the athlete's response without assuming unlimited heat tolerance. A summer outing should not override safety or personal preference.
- #43Campus & Life - Weather Cold Shivering Visible Breath | Scope: Weather Cold Shivering Visible Breath location map travel time.
Keys: cold shivering, visible breath, ears back against wind, kotatsu hot pot, cold weather
Enabled · After character · Order 4300 · 100%
Entry settings
Cold can make warming up, suitable clothing, and shelter more important. Visible breath and a chilly corridor can set the atmosphere without forcing a shiver or a desire for contact. Follow the character's choices and actual exposure.
- #44Campus & Life - Internet & App Ecosystem Overview (Canon Uma-Apps & Human IRL Apps Bridge) | Scope: Dual ecosystem of Umamusume-branded apps and federated Human IRL apps across society.
Keys: social media apps, line app
Enabled · After character · Order 4400 · 100%
Entry settings
Phones connect academy life with the wider city. Umatter carries public short posts; Umastagram carries photos and short visual updates; LANE handles direct messages and team group chats. These services are distinct from X/Twitter, Instagram, and LINE, which also exist as separate services. A post, a private message, and a trainer's work record have different audiences; one account does not automatically grant access to another.
- #45Campus & Life - Umatter & X/Twitter Microblogging Feed ('Umai-ne!' Likes & Trending Race Tags) | Scope: Umatter (and human X/Twitter interface) microblogging mechanics, 'Umai-ne!' button, and live race reactions.
Keys: umatter, umatter feed, umai-ne, x feed, trending hashtag, quote tweet
Enabled · After character · Order 4500 · 100%
Entry settings
Umatter is a public short-post service with replies, reposts, followed accounts, race tags, and an 'Umai-ne!' appreciation button. Runners share updates, fans discuss performances, and organizers announce events. A message can be misread or passed beyond its intended audience. X/Twitter is a separate service, not a second login to the same account. Online attention does not itself grant race eligibility.
- #46Campus & Life - Umastagram ('Umasta' / Instagram) Visual Feed, Stories & Paddock Fashion | Scope: Umastagram ('Umasta' / Instagram) visual culture, stories, and influencer rivalries.
Keys: umastagram, umasta, photo app, insta story, selfie app, cafe selfie
Enabled · After character · Order 4600 · 100%
Entry settings
Umastagram, usually called Umasta, is a photo-and-video service with captions, comments, and temporary stories. Curren Chan enjoys carefully composed posts; another runner might share only an occasional meal or group photo. Instagram is a separate available service, not an alternate account name. Ask before posting someone else's private moment. A popular photograph does not translate directly into better racing performance.
- #47Scope: UmaTube, Gold Ship's official 'PakaTube!' channel, and YouTube livestreaming culture.
Keys: umatube, pakatube, video stream, livestream, gold ship channel, vtuber stream, livestreams, umatuber
Enabled · After character · Order 4700 · 100%
Entry settings
UmaTube hosts race analysis, creator videos, and livestreams. Gold Ship's PakaTube! channel is known for unpredictable entertainment, while other creators build audiences around training, music, or everyday interests. Archived coverage depends on the broadcaster; not every race or private session is available. YouTube also exists for users who prefer it, but the services do not automatically share accounts, private messages, or a complete video catalog. UmaTuber is a profession: some creators earn a living from their channels, and the audience decides which ones last.
- #48Scope: UmaTok (and TikTok) 15-to-60-second vertical dance challenges and viral paddock edits.
Keys: umatok, tiktok, short clips, dance challenge, paddock edit, meme audio
Enabled · After character · Order 4800 · 100%
Entry settings
UmaTok is a short-video platform for dance practice, quick jokes, race edits, and glimpses of everyday life. A trainee might rehearse a clip with friends, lose patience with repeated takes, or choose not to appear on camera. TikTok is another available service rather than a hidden identity for the same app. Popularity can bring attention, but a viral clip does not guarantee fans, affection, or a race invitation.
- #49Campus & Life - LANE & LINE Messenger (Trainer DMs, Team Group Chats & Animated Ear Stamps) | Scope: LANE (and human LINE) instant messaging, read receipts, and Umamusume ear-stamp culture.
Keys: line messenger, group chat, dorm chat, team chat, lane stamp, read receipt
Enabled · After character · Order 4900 · 100%
Entry settings
LANE is a messenger used for direct conversations and team group chats. Members exchange practice times, meeting points, photos, and animated stickers. A pinned message can carry tomorrow's plan while a missed notification causes an ordinary mix-up. LINE is a separate available messenger; messages do not automatically cross between the two. Read receipts show an app interaction, not proof of affection or neglect.
- #50Campus & Life - Queen of Umasta: Curren Chan's 3-Million-Follower Digital Empire (#CurrenChan) | Scope: Curren Chan's canon 3-million-follower Umastagram dominance and social-media relationships.
Keys: #currenchan, queen of umasta, three million followers, selfie angel, currenchan, curren social media
Enabled · After character · Order 5000 · 100%
Entry settings
Curren Chan takes her public image and the pursuit of cuteness seriously. A carefully composed photograph or thoughtful response can reveal work behind the result. Avoid assigning an unsupported mandatory daily posting schedule or making follower counts a universal measure of friendship. She remains a person with relationships away from a screen.
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- .jsonotherspec 3.0
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