WELCOME TO KALEIDOSCOPE
situated in the small scenic city of spectra, kleur academy is a proud institution of learning for aspiring pokemon trainers to become the next pokemon professionals in almost any field. we hope to see you soon!
WINTER: DECEMBER
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12/30 can you believe it--it's been six whole months since kaleidoscope has been open! the end of the year has much to celebrate, along with new years and our six-month anniversary, it's december's birthday! so come check out our giveaway here to nab some gifts as a thank you for sticking around--and hope for another wonderful six months!

12/08 the winter fete has begun !

12/06 tiny half update! you can read more up on it here, but tldr; the move tutor has been added in the breeding center and the activity check has been closed! if you missed the check, don't worry, just contact an admin and let us know. otm nomination polls and the winter event are coming soon, so stay tuned!

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 04. pokemon guidelines, obtaining, breeding, battling
a dog in a trenchcoat cst she/her 22 Offline misselaineyous#1070
710 POINTS EARNED
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THE POKEMON

It would be silly to believe that students could attend a Pokemon academy without any Pokemon. There are multiple ways of obtaining Pokemon in addition to any you bring with you.
POKEMON OF THE REGION currently, in the area around spectra city where the academy is located, all pokemon from generations I-VII are native. shiny pokemon are attainable any time pokemon are generated for you. this is determined by a random number generator ranging from 1 to 75, where numbers 73-75 result in a shiny pokemon.

STARTING WITH POKEMON a student may bring anywhere from 0-2 pokemon to the academy. whereas some may start fresh and not bring any at all, others take full advantage of the two pokemon maximum. there are, however, limitations to the pokemon you may bring. they must have one or more steps in an evolutionary line and must be the most pre-evolved step in the line (unless you are a junior/senior in which case one of your pokemon may have evolved once during your time at the academy). we would love to believe our students will bring in non-destructive pokemon, but such precautions must be taken to ensure the safety of everyone. however, faculty that have been properly auditioned for can bring in pokemon without evolutions or fully evolved pokemon. this information can be found in the application template under "premade pokemon", as well.

UNIVERSITY POKEMON after being accepted or hired by kleur academy, your first stop will be to stop by the registrar where you will check in and receive your university assigned pokemon. you have two options: you may either fill out a personality test and be assigned a random pokemon based on your results, or you may pick from a randomly generated set of pokemon. if being assigned a pokemon by personality test, you have the right to turn it down if you're not completely satisfied by your result and pick from the set instead.

OTHER POKEMON it is possible that pokemon may be given out as prizes in events, promotions, or academy related activities. these may be listed as definite prizes or be awarded randomly, so make sure to keep an eye out for announcements and updates. pokemon may also very rarely be encountered, though not in the conventional sense. because pokemon tend to stay clear of the city and university, you may not start a thread requesting a pokemon encounter. instead, there is a designated account for "encounters and random events" that will occasionally create open threads or will post with a pokemon in an active or open thread. the first person to post in an encounter thread "claims" it and may interact with the pokemon however they choose. keep in mind that your responses will influence the results in the final post within the thread.

EVOLUTION evolution occurs in a unique format here on kaleidoscope. due to the lack of levels and experience, pokemon evolution can only be bought or earned as a reward. there are three types of evolutions: one-step evolutions where there are only two pokemon in an evolutionary line and evolve by experience, multi-step evolutions that have more than two pokemon in a line that evolve by experience, and special item evolutions including pokemon requiring an evolution stone, an item upon trading, happiness evolutions, and any evolution not fitting in the previous two categories. any of the evolutions is possible by receiving it as a reward or by purchasing the appropriate item in the site store.

BY DALI OF CANDYLAND COUTURE
a dog in a trenchcoat cst she/her 22 Offline misselaineyous#1070
710 POINTS EARNED
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deci
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BATTLE

When competing in affiliation with the school, there are certain guidelines to follow. We ask that you display good sportsmanship when competing and address any conflict to the headmistress.
HOW BATTLING WORKS
for casual battles between students, it is suggested that members discuss prior who will win and settle the battle between them. battling on this site is intended to be laid-back and enjoyable! for official encounter, tournament, or university battles (or if you just want to use it) the following guidelines will apply:

one. use the [roll] tag. all characters will get a base 1d10 when making a physical or special attack
two. we suggest a five hit rule- if five attacks make contact then the battle is over simply to make it easy to find a stopping point
three. healing moves remove a hit, whereas a critical hit counts as two hits.
four. seniority has its pluses: the upperclassmen in the thread will get a +1. if one of the opponents is a club leader in a tournament, they get a +1. if a member of faculty, they get +2
four-a all students get a +1 when battling wild pokemon
five. moves with a type advantage get a +2, whereas moves that are "not very effective" get a -2.
six. for physical moves that have an additional effect such as confusion, flinch, or poison, roll an additional dice for the appropriate status effect (see status effects below.)
seven. moves such as encore or disable that are effective a certain number of turns receive a one 1d6 roll, instead, to determine the number of turns it effective for.
eight. moves that do not inflict damage and have guaranteed accuracy do not require a roll unless they inflict a status effect (e.g. yawn), in which case a 1d6 roll will be required to determine number of turns the status is in effect.
nine. moves such as wrap that inflict minor damage over time and prevent opponent escape will require a 1d6 roll to determine the length of turns effective and will result in a -1 modifier for the opponent for each of their rolls while this move is in effect.
ten. if you use a stat modifier (harden, tail whip, growl, etc.), roll a 1d6 to determine how long the effects of it shall last. if modifying attack, special attack, speed or an advantage to the attacker, each subsequent attack roll will get a +1 for the determined number of turns in effect. if modifying defense, special defense, evasion or a disadvantage to the pokemon being attacked, each of their subsequent rolls will get a -1. if using a stronger modifying move (screech, iron defense, etc.), it receives a +2 or a -2, instead. these modifiers stack to a max of +/- 3 at any given time.
eleven. if a roll for a physical attack totals 4 or less, the attack misses. if the roll totals more than 10, the attack is a critical hit (which counts as two hits, as stated above.)
twelve. for attacks that have multiple strikes, roll one attack dice (1d10) to determine the overall accuracy and a separate 1d4 to determine how many extra strikes the attack made, assuming the original hit dice was a success. no matter the number of extra strikes, when considering the winner of the battle, it will only count as one successful hit.
thirteen. part of the [roll] feature isn't foolproof and we suggest that members only full edit their posts and enable the "edit by" line if any edits to a post are necessary.
** casual or official, at the beginning of a battle, please post your battling pokemon's info and moveset.

status effects. for almost all status effects (except those such as flinch that only last one turn) such as sleep, paralyze, poison, confusion, encore, infatuation, disable, etc roll an extra 1d10. equal to or greater than a 6 is a miss, anything less is the number of turns the status effect is in play.
one. if asleep, paralyzed, frozen, or a move that functions as it (infatuation/disabled/encore) you can break out before it wears off by rolling a 1d6. if you roll either a 1 or a 6, you are free.
two. poison and burn, count as a "hit" initially and afterwards acts as a disadvantage towards the other character when rolling for the number of turns in effect. they will have -1 if poisoned/burned and -2 if badly poisoned/burned for each roll during that time.
three. confusion requires an additional 1d4 roll which will decide the negative modifier the opponent will have for a set number of turns (based on the 1d6 roll to determine the number of turns in effect.)
four. moves such as protect that are less likely to hit a second time in a row, initially roll a 1d10 and anything over a four is a success. if using it a second time in a row, roll a 1d10 and only rolling a one or a ten will succeed.
five. moves that may result in flinch require an additional 1d10 roll like other stat effects. unlike other stat effects, it will only take effect if a 10 is rolled and only for the following turn.
** don't know where your status effect would fit in? first ask, does it last over a number of turns or is a single-turn effect? if still confused, a staff member would be happy to help!

we understand these rules are likely overwhelming- this is why they are typically only used in a tournament setting. feel free to check out our ever-growing faq for clarification!! also feel free to always ask a staff member (ideally indigo or december) for help interpreting if confused. these numbers and rules are subject to slight changes as the battle system undergoes more testing to streamline it. rewards will also be distributed based on creativity and character development so you have never truly lost. please enjoy this and don't take it too seriously!



KLEUR MOVEDEX got a particular move in mind and don't know how it'd work? try finding it here! ctrl + f for an easier time~

ABSORB / healing moves
if the attack damages and heals, roll an attack dice for both damage and heal success. if only a healing move, roll just one attack dice (1d10). on a success, you will regain 1 "HP".
BIDE
after "charging" for 2 turns, roll an attack dice. if you succeed, you will deal the number of hits you took while the attack was charging.
DIG
no initial roll for dig will be made- the first turn will always succeed. the underground and invulnerable except if the opponent knows magnitude, earthquake, and fissure. if successful, these moves will count for two hits worth of damage. for dig to make contact and deal damage, a normal 1d10 roll will be required on the second turn.
ENDURE
--
FLY
no initial roll for fly will be made- the first turn will always succeed. the pokemon will be up in the air and invulnerable except if the opponent knows gust, twister, thunder, sky uppercut and smack down, with gust and twister dealing two hits worth of damage if successful. for fly to make contact and deal damage, a normal 1d10 roll will be required on the second turn.
GUARANTEED HIT MOVES
any move that is a guaranteed-hit that deals damage (i.e. shock wave, faint attack) will instead gain a +2 modifier to the attack roll: 1d10+2
FOCUS ENERGY
no initial roll for focus energy will be made- it will always succeed, unless used again (it cannot stack.) each subsequent attack roll (until battle conclusion or pokemon switch out) will require the standard 1d10, but will have an additional 1d4 that is added to it to determine whether or not the combined rolls are greater than ten and thus a critical worth two hits.
FUTURE SIGHT
moves like future sight (such as doom desire) that attack at a later turn will take effect on the opponent's second turn after the move has been performed, assuming the roll is successful. the opponent is responsible for keeping track of how many moves have passed and when it takes effect. it is not stopped by protect, detect, or endure.
METRONOME
use the move randomizer and make sure to check "true metronome." take a screenshot of the attack randomized (if you aren't able, you are welcome to contact a staff member to link an img for you), and use that attack instead in accordance to the rest of our rules.
REVERSAL
using reversal is much like a normal attack move unless you've taken damage. if you're at 3/5 health, add +1 to each attack roll. if at 2/5 health, add +2 and if at 1/5 then add +3.
ROLLOUT
on the first attack roll, include a 1d4 roll to determine how many turns the move will last. you must use rollout until it runs out, however, you must still roll an attack roll each time, but every success will give you a +1 on the next attack rolll. on a miss, the repetition breaks and you may use another attack the next turn.
STOCKPILE/SPIT-UP/SWALLOW
stockpile stores energy. a successful 1d10 denotes successful storage of energy- one successful turn can be used to either restore a hit's worth of health (swallow) or as an attack that inflicts two hits (spit-up). please note your roll for either spit-up or swallow must also be successful.
BY DALI OF CANDYLAND COUTURE
a dog in a trenchcoat cst she/her 22 Offline misselaineyous#1070
710 POINTS EARNED
133 POSTS MADE
deci
>9000
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confused
CONTESTS

When competing in affiliation with the school, there are certain guidelines to follow. We ask that you display good sportsmanship when competing and address any conflict to the headmistress.
HOW CONTESTS WORK contests work much like the battle system as they rely on the [roll] function and rules are only in effect for official tournaments or in the instance of a site event or encounter. this will be elaborated on more at another time.

BY DALI OF CANDYLAND COUTURE
a dog in a trenchcoat cst she/her 22 Offline misselaineyous#1070
710 POINTS EARNED
133 POSTS MADE
deci
>9000
she/her
n/a
badassery
all the things
confused
POKEMON BREEDING

Like many other things, Pokemon eggs and breeding work differently at the academy. We urge that you hatch at least one egg just to learn the joys of having a Pokemon that is uniquely yours.
BREEDING SYSTEM in order to breed your pokemon, you must use the form on this thread and post a request. a character must have at least fifteen posts before being able to breed their pokemon. breeding pokemon must be of the same egg group and each pokemon has a breeding cool-down based upon its rarity. a pokemon's rarity (common, uncommon, or rare) can be determined by looking at its base egg step-count: up to 5,500 steps is common, over 5,500 steps is uncommon, and anything over 8,000 steps is rare. more rules on the breeding cool down, how egg stats are determined, and how to fill out the breeding application can be found in the breeding center thread linked above.

EGGS eggs can be obtained a variety of ways, namely by way of reward in an event or by breeding. they're categorized into three groups: common, uncommon, and rare and each one requires a certain number of posts to hatch: common takes two, uncommon takes five, and rare takes ten. when you receive an egg, please post in the egg center to track your egg posts. staff will designate what your post count will need to be when it hatches (based on your current post count when you receive the egg). once you reach that number, you may post in the request-a-staff thread with a link to your egg center post as well as a link to your pc. staff will then remove the egg from your pc and replace it with a pokemon of that rarity. you may have multiple eggs at a time, but you must differentiate between them.

BY DALI OF CANDYLAND COUTURE
a dog in a trenchcoat cst she/her 22 Offline misselaineyous#1070
710 POINTS EARNED
133 POSTS MADE
deci
>9000
she/her
n/a
badassery
all the things
confused
MOVES AND ITEMS

There are certain restrictions set for moves and items here at the Academy. This is to ensure the safety of both our students and their Pokemon.
MOVES your pokemon may use any of its known moves during a thread. premade pokemon have a moveset consisting of four moves that can be added on to when at the academy to an eventual maximum of 6 moves. these premade moves may be any move the pokemon can learn by leveling up under the level of twenty-five with one egg or tm move (for students) or under the level of forty with two egg or tm moves (for faculty). moves can later be bought through the site shop or learned through winning competitions or, in some cases, as reward for participating in events. pokemon gained through encounters or hatching may have a wider array of moves including egg moves and those acquired over the designated level caps.

ITEMS despite covering the topic of item usage and its practicality quite heavily in combat classes, academy protocol restricts the use of items in or before battle. this is largely to discourage the use of unapproved items developed by overzealous research majors wishing to test their products. students are granted an unlimited number of pokeballs and can purchase or acquire evolution stones and other exclusive items while at the academy.

BY DALI OF CANDYLAND COUTURE
gogo-gadget pst she/they 23 Offline pistol cat #1145
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RESTRICTED

a list of pokemon that are restricted when it comes to owning them as trainers, be it faculty or student.
RESTRICTED POKEMON on our site, we consider all legendaries as well as certain pseudo-legendaries to be restricted. not only for the over-powered aspect, but to prevent certain issues with lore. the general rule is that if it can't breed, it's restricted.

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BY DALI OF CANDYLAND COUTURE
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