Alright, here's a crazy "Attributes do nothing, 0 Skill costs XP, Extra skill points are of questionable use, Affinites can't be bought after char-gen" build. All the points feel pretty low, but since
Affinities
Primary affinity: Earth (0)
Secondary affinity: Wind (20)
Tertiary affinity: Fire (30)
[Since we can't do it ever again, buy up a bunch of affinities for free points, and lower XP costs in the future. Also, does this combo count as a Dust Affinity? Even if it doesn't, we have Earth for defense, Wind for armor penetration, and Fire and Wind for area attacks, and no real nature weaknesses.]
Main Attributes
Intelligence 1
Wits 1
Resolve 1
Strength 1
Dexterity 1
Stamina 1
Presence 1
Manipulation 1
Composure 1
(0)
[
Most skill caps care about Wits, so this is a good place to use up our extra char-gen points. Dropped the extra point of Wits to pick up extra Chakra Capacity and Regeneration.]
Chakra Attributes
Capacity 3
Control 2
Regeneration 3
(19)
[Most of the techniques we have access to at this point need a Capacity of at least 1, and and Control caps as many skills as Wits.
If we throw too many points here, we end up with unused points, so we don't bump Regeneration instead of Wits. We'll have pretty solid chakra reserves for our experience level.]
Chakra Nature Attributes
Fire 1
Wind 1
Lightning 0
Earth 2
Water 1
(3)
[Some points from our affinities, and Water and Lightning will be expensive. Tossed the extra points into Water]
Skills
Taijutsu 2
Weapons 2
Intimidation 1
Resisting Intimidation 1
Seduction/Fast-Talk 1
Resisting Seduction/Fast-Talk 1
Sealcraft 1
Technique Modification/Development 1
Awareness 2
Tactical Movement 2
Stealth 2
Working with traps, locks, etc 1
Medical Knowledge 1
Medical Ninjutsu 1
Wall-climbing, Chakra Adhesion 1
Water-walking 1
(14)
[A bunch of skills across the board, and spending leftover skill points on Tactical Movement, since we're on the run to an extent]
Techniques
Dispelling 1
Summoning 0
Transformation 1
Clone 1
Substitution 1
(1)
[Picking up Dispelling in addition to our freebies, but we can't buy Summoning even if we dropped a bunch of points into Chakra Capacity]
So, all told, it's a fairly low power character with a lot of future flexibility. Then again, the skills system averages dice rolls, so extra dice (and therefore skills) doesn't mean we do better on rolls, and we really only need a higher skill rank than our opponent. Since that's capped at four at char-gen, we can either have one skill at four and hope that our opponents have three dice or less, or have all the skills and hope our opponents have skill gaps where our one rank beats their zero ranks. If we survive long enough to buy other skills, we have cheaper buys in three of chakra natures which may or may not be important.
Even after all that, I'm not convinced this is a "good" or even "fun" build. It's essentially a "growth" build.
If this does get votes, I suggest Land of Earth for the character's homeland, for theme. Land of Grass would likely be a good starting point, between Rock and Leaf, and with Grass's penchant for diplomacy, we might be able to work some sort of asylum deal until their sudden yet inevitable betrayal.
Edit: Updated character sheet to reflect
@AugSphere adding Chakra to the main attributes. Also, I might as well actually lock in my votes:
[X] Plan "Well-Rounded"
[X] Rock (Homeland)
[X] Grass (Current Locale)
[X] Tent with a rough palisade