((Alright, after trying to learn what I can about this game, here goes... probably not quite a good starting character, could use some tips, maybe some slight modifications before he's put in the game?))
Name: Martin Howard
Age: 20-ish
Gender: Male
Appearance: Tall, clean-shaven, professional looking. At least, as professional as one can appear around here without looking suspicious.
Personal information: Beneath his professional looks, he is a total nerd. He can't resist knowledge and knows computer systems well. After a period of boredom and getting involved in a variety of piracy sites, he was caught trying to hack UWM servers and arrested. Knowing full well that life at HMRC would be much more interesting than prison, he decided to be sent here. Where there was a rebellion movement, apparently. Hilarious.
Reason assigned to HMRC OR Reason to join ARM: Hacking.
Stats:
Strength: -1
Dexterity: -1
Endurance: 0
Charisma: 1
Mind: 1
Fate: 0
Intuition: 0
Skills:
Handiwork: 1
Conventional: 0
Unconventional: -1
Exotic: -2
Auxiliary: 1
Medical: -1
Gen. Knowledge: 1
My advice is that you're likely to have trouble being useful with this character. Handiwork tends to be one of those skills that looks awesome but doesn't see much use. Materials and tools that let you make anything better than standard are pretty hard to come by, and even when they're not we've often got more talented crafters on board.
You can do it if you want, but expect to be doing a lot of crude jerry-rigging on missions and being asked how, exactly, you intend to make the laser shoot faster.
Aux suffers from similar issues; there certainly are terminals to hack and vehicles to pilot, but probably not enough to form an entire character concept out of (much to the dismay of many people here). Gen Knowledge, same deal; I imagine it comes up handy at some point, but it's not exactly a bread n butter skill.
All of which boils down to one very simple issue: You don't have a weapon skill. You're ignorant with guns, dangerous with manips and swords, and a walking disaster with alien fuckery; this is going to give you a lot of times on mission where you're standing there realizing that there's nothing that needs to be repaired, glued onto something else, piloted, hacked, or thought about in terms of general knowledge, but arguably could stand to be shot in the face or something.
So personally, I'd suggest you grab a point in a weapon skill: Con, Uncon, or Exo. You don't have to, if you'd rather keep your character flavorful, but you'll probably be doing more missions than normal huddling behind a robotic overlord wishing you were better at combat.
On a more mechanical note, the tradeoff system isn't one-to-one; it scales mercilessly. The first +1 costs a -1 elsewhere; having two +1s costs
-3 total, and having 3 +1s costs -6. It'll be pretty expensive to begin with those skills, and you'd need another -1 to have those stats. I'd recommend a +1 something -1 something build, but I tend to like being able to dabble in everything; if you intend to be more focused, you could try dumping a bit more to get what you want.