Creating a character can sometimes be a tricky thing to do, especially using a system so heavily modified as this one. Below are some tips and advice, and the general process rewritten to serve as an aid to new players.
Meditation
Think about what kind of character you want before you start the creation process. This will save you a lot of time in creation. Think about how they act how they fight and even how they look. If you change your mind mid-way at least you had a plan!
Ask Your GM!
Always have the GM "ok" the build or direction you wish to send your character in! Not
meeting the GM's approval without having him know can cause trouble later on!
Character Creation should be completed in this order
Character Aspects
Skills
Stress
Stunts
Now lets get started
Characters normally start off as Genin so this will represent Genin Ranked characters.
High Concept: (Bloodline, Personality, Primary Shinobi Specialty)
Trouble: (an issue, a problem)
Nindo: (Your Ninja Way)
Jutsu Style: The name of the Justu or Style the character can use: Fire Style, ect. (Additional Jutsu Styles can be purchased with refresh.)
Each Character starts off with a total of 13 Skills and from those 13 a character of Genin Rank start with one +4 (Great), two +3 (Good), three +2 (Fair), four +1 (Average). Check out the detailed skill breakdown here, Attribute Skills
Short Skill List
Taijutsu:(Mundane) represents hand to hand martial arts melee actions. Taijutsu can be used to defend from other physical based actions.
Bukijutsu: represents mundane weaponry. Kunai, Swords, Bows and Staffs all fall into this skill. Bukijutsu can defend against other physical based actions.
Ninjutsu:(Casted) Ranged combat, including certain kinds of defense.
Genjutsu:(Casted) Illusionary, Mind Altering, Misdirecting & Provoke.
Intelligence: Facts, trivia, science, history, languages, other non-technical lore.
Move: Dodge, run, climb, swim, etc.
Sensory: Notice, investigate.
Stealth: Sneak, hide, steal, infiltrate.
Social: Empathy, charm, inspire, bluff, intimidate, negotiate, deceive.
Survival: Wilderness activities, basic medical treatment, mundane tracking.
Tinker: Build, repair, manipulate, and effectively utilize technology.
Mind: Mental fortitude, resist interrogation, resist social, and resist Genjutsu based attacks. Also used to determine Mental Stress.
Body: Internal Chakra, raw strength and endurance. Used when acts of raw strength are needed. Also used to determine physical stress.
Contacts: Social Network, Relationships, Summoning Contracts.
Fuuinjutsu: Represents the ability to preform sealing jutsus.
Stress and consequences are how your character withstands the mental and physical toll of their adventures. Characters have at least three one-point boxes for physical stress and at least three one-point boxes for mental stress. They also get one slot each for mild, moderate, and severe consequences.
Your rating in Body affects how many total physical stress boxes you have. Mind does the same for your mental stress.
Physical/Mental Stress Based On Skill
Mediocre (+0) [1][1][1]
Average (+1) or Fair (+2) [1][1][1] [1]
Good (+3) or Great (+4) [1][1][1] [1][1][1]
Superb (+5) and higher [1][1][1] [1][1][1] and a second mild consequence slot specifically for physical or mental hits
Each Character will start out with 3 Stunt Points and 3 Refresh, players can create their own or take the ready stunts. Each stunt after the third requires one refresh. Stunts are used in order to unlock to true shinobi potential. There are various Stunt Types such as Ninjutsu/ Medical Ninjutsu/ Summoning/ Seals/ Genjutsu/ Taijutsu/ Bloodline and Special Equipment.
Learn more about Stunts here
For characters starting out at higher ranks learn more at Character Advancement