Jonesy89: I've just recently bought Arcanum and am looking forward to playing it. Unfortunately, the character creation system is a little alien to me, and I could use a few pointers on how to make the character I have in mind...
That's an ambitious build for a first run. It's doable, but it'd probably a lot easier to pull off after you've completed the game once and had a better idea of what to expect.
Some quick and dirty tips:
1) Charisma is key for gaining ranks in Persuasion and for adding followers. But it doesn't kill the wolves and boars that are mobbing you at the crash site.
2) Perception is needed for ranks in Firearms. But guns have several early disadvantages: bullets are expensive and easily depleted, and guns are surprisingly weak until you've had the chance to invest heavily in their skill. (Even then, they're overall the least effective combat mechanism. Just so you know that going in.)
3) Intelligence isn't critical until and unless you want to start investing in tech colleges, or if you plan to invest in Healing and/or Gambling. The former sounds good on paper (kind of like guns) but in practice requires a heavy investment in skill and bandages to pull off.
4) Even if you go with guns, invest an early point or (preferably) two in Melee. And always have a backup weapon, even if it's only a dagger or an axe. Bullets run out, and aren't much good at breaking open chests.
5) Dexterity increases your attack speed (in real time) or number of attacks (in turn-based). It also adds to your AC, and is the prereq for a whole host of skills. It's probably the most useful stat in the game.
6) You can't do it all at once, so have a plan. Either suck at gunfighting while you learn to smooth-talk and build a follower base, or concentrate on firearms to the exclusion of most other skills.
7) Apprenticeship, expertise and mastery add to your skill, any skill. Each costs money, and each skill generally requires a different trainer. (You learn gunfighting from gunfighters, for example.) There are usually two experts and one master per skill throughout Arcanum; the person you apprenticed with will be able to tell you where to find them.
8) You get an extra CP every 5th level, so that helps. (If you're counting, that's a grand total of 64, including the five you start with — unless you choose to install the Level 127 hack to break the level-50 cap.)
9) If you're a charismatic gunslinger, Strength is less important. It affects melee weapon damage, and your encumbrance from carrying too much. But as long as you have the minimum strength (MSR) to use the firearm of your choice, extra strength adds no extra damage.
10) The more tech you are, the worse spells (including beneficial ones like Healing) will work on you. Investing in Firearms will by itself make you more tech, as will taking ranks in spell colleges.
Others will probably chime in, perhaps even with links. But this should get you started.