[@McNephelim] - You have 2 more Zanjutsu technique slots, seeing as you have 2 levels in Zanjutsu, for a total of 3. [@Morgannis] - You still have 1 Zanjutsu and 1 Hoho slot still. [@BladeSS4] - You still have 1 Zanjutsu slot, though I imagine since you're aiming for a sealed zanpakuto that is a pair once you get your Shikai, you can save it for when that time comes. That said you also have 2 Hoho slots. [@LadyAnnaLee] - You still have 1 additional Hoho slot. So, you can all fill these slots whenever you wish. For convenience, I suggest using the "list" code in your CS' to better organize it all. [code] [list][*] [*] [*][/list] [/code] I will note too, you can develop and learn new techniques and memorize new Kido freely, there's no actual cap on it, this is just for creation. But for creation, you don't need any IC reason to have it. So you can hold that creation slot all the way up to the end of the first arc. If you wish to know what to expect from the first arc, just drop me a line. If you wanna be surprised, no worries, just go as-is. Though I will say it's not too early to think about your Shikai, and how you might awaken it, so also talk to me about that. A couple of you I already am aware of but the others if you don't come to me first, I will come to you later anyhow. I'll work on something after the weekend. I will probably also add some rules to the RP too during that time. For now it's just intake and preparation. Here are some basic techniques that the recruiters might've taught you, this is just a basic selection. Do not feel pressured to pick them. [hider=Techniques] [[color=f7941d]Zanjutsu[/color]] [list][*]Hirazuki - A basic technique taught in a dojo run by the Civil Corp in Rukongai. It is simple a thrusting strike, that transitions into a horizontal swing. As the horizontal swing comes out almost immediately after the thrust, it can be difficult to avoid, and of course should one have the strength, a successful thrust can transition into a brutal killing stroke. [*]Tsubame Gaeshi - A more skill-minded technique where the user strikes three times in quick succession to appear as two strikes. A missing or unread third strike intended to be the true attack. A terribly difficult technique to avoid. [*][/list] [[color=00aeef]Hakuda[/color]] [list][*]Ranken - Or, "storm fist", a forward punch that is chambered then rotates as it is launched. Upon impact, twist the other way into an uppercut while moving forward. The result will be a powerful blow that is followed by a knockup. [*]Hienrenkyaku - "Flying Swallow Chain Kick", a series of high flying kicks that serve both to increase the user's height and barrage the target with a myriad of kicks. As it ends on a kick, the last kick can either be used to safely kick away, or dig deep for a hard blow from the increased height. [*]Gahou - "Fang Blast", a focused punch that upon impact, the user would release a burst of reiatsu, exploding and doing concussive damage. If correctly applied, is quite effective at pushing through barriers and breaking defenses.[/list] [[color=39b54a]Hoho[/color]] [list][*]Gakatsu - "Graceful Slide", a simple slide maneuver, able to low profile a lot of things. It can get a lot of distance with a running start. What actually makes this though is the recovery at the end, where the user should be able to stand up instantly, otherwise it's just a normal, clumsy 'slide'. [*]Jiho - "Two-step", a rather simple but practical movement technique. The user essentially moves a short distance quickly, twice, in whatever direction they desire. It can be out of harm's way, and then back into the advantageous position, or used to get behind the opponent by going around them. [*]Youho - "Jump Step", as the name implies, it's a kind of flash step where the user jumps up into the air. Also quite practical, and can be used to escape harm quickly. It emphasises' Hoho's need for leg strength as without enough, one might not be able to bound over their opponent, let alone Hollow who are typically larger.[/list] [/hider]