Ok. I'll give it a go.
So, first is concept, yes?
Concept: Scitziophrenic Banker. He knows where the money is. Just not where reality is in relation.
Next is my virtue and vice, what I'm good at, and what I fold at occasionally because it feels good. Hmm.
Virtue: Meticulous. The ts will be crossed, the is will be dotted, and the margins will be precisely one inch.
Vice: Inconcentration (cant think of the antonym) Getting him to sit down and do one thing is a tangible effort.
Now stats. Primary is mental (Super!Banker, y'all), Secondary is Social (the continuing reign of the Super!Banker). Last is physical (Super!Banker=Squishy banker).
Strength 1, Dexterity 3, Stamina 2, makes him a weak, human durable, but can thread needles easily.
Intelligence 3, Wits 3, Resolve 2, So he's intelligent, quick thinking, and fairly tenuous.
Presence 1, Manipulation 4, Composure 2, so he is a bit of a wet noodle, but knows all of those little things you buckle on, and doesn't get super easily annoyed.
Fair enough?
Now, Skills work combined with Attributes to make the dice-pool.
Attribute+Skill=Number of dice you roll, and you'd want an 8 or better on the roll. Each dice higher than 8 on a d10 you roll, that's a success. One success is enough for most things in an uncontested roll, but an extended roll might need more, and etc.
So skills are the other half of things.
You CAN use skills untrained, but at a penalty. -3 for Mental skills, -1 for Physical or Social, because especially for the latter, if you made a -3 roll, you'd make it so that a person can't possibly talk to another. So, let's say you have no skill with using guns, but want to try. You have a Dex of 3. 3-1=2, you have only two dice to roll. But that gets into combat, right now, guess what.
The primary, secondary and tertiary strike back!
Because, again, there are Mental, Physical, and Social skills, and you assign 11, 7, and 4 skill points depending on category.
Now, here a slight divergence, because I think the Granny problem that, I believe, MJ12 Commando put in is partly (understandable) garbage-in, garbage-out.
A 1 in a skill, while it's nothing in chargen, is actually a more significant investment than we think. Nobody should have a 1 in Weaponry, for instance, without actually having knowledge.
So, here's the five point scale again, but clarified for skills.
1=Novice, or, being more specific and blunt, hobbyist. The person who builds model trains in between their stressful life as a tax accountant might have Crafts 1 (Model Trains)*, and this is almost a place that mechanically calls for Skill 0 specialties, but eh, granularity has its advantages and disadvantages.
2=Practitioner. Someone who has been doing this for a while. This is not average, but it's sorta the bottom bar of something you do for a living.
3=Professional. The lawyers on this forum *might/probably* qualify as a 3 in their chosen profession. Here's where I'll note later that there is a lack of granularity that can be explained here. Basically, 3 dots, while again still not incredibly expensive (it's getting there though) is narratively a big deal. Someone with 3 dots in brawl is a total asskicker. If they have that and boxing, they could go pro, or at least coulda been a contender. Someone with 3 dots in Academics if they also have good Int is really good at college. Etc, etc.
4=Exceptional. A great artist, an amazing lawyer, a black belt who can kick your ass with one hand behind your back. These are really, really rare. Both in general "Has 4 dots in a particular skill" and even within the category of "Has dots in a particular skill.
5=Best a human can get. Smartest scientist, quick-draw artist, Can Sell Snow to Eskimos in the Middle of a Blizzard, Knows Crime. All Crime. Forget rare, this is fucking hard to meet, hard to encounter, and special. But then, PCs *are* special snowflakes, but even for them, 5 dots is a huge investment that requires a skill category to be primary or secondary, and then for the PC to dump loads of stuff into it.
Now, oWod has a weird system that I'll ignore, but I'm bringing it up for one thing. It also has approximately five-hundred million alternative talents and the like, and while nWoD does have a few alternate skills, especially for settings in the past or such, it tamps down on that such. Each skill here is meant to be something that could be narratively relevant relatively frequently, and anything lower than that can be roleplayed. So there is no 'housecleaning' skill. And so on. So each of these is meant to be significant, though of course in different sorts of games you might be having car chases more or less often, or so on.
Also one thing people will criticize, and let me note here that I totally understand this, is that they are broad. There's not as much granularity as some would like, and so the person who is good at running is also incidentally good at shot-put, at least in terms of dice (things like Merits can change that.) The most egregious ones would be things like Crafts and Expression (Singers and writers both use the same skill, which means that a world-class author could also be a very damn fine singer automatically), but to a certain extent, it's very much 'If we separate out all skills, it gets clunky.' So, in what is a reasonable and sane decision, but which can be done better or not, they Keep It Simple.
Physical Skills:
Athletics: This represents physical training, and can be used in any situation wherein a lot of agility, handeye coordination, or prolonged physical exertion is required. Jumping across roofs, climbing walls, running after someone for a long time. For throwing weapons, it's combined with Dexterity, though I've not seen thrown weapons used much. Depending on edition, it also gates some Defense-improving things based on being really athletic to dodge or avoid being hurt.
Brawl: One's prowess at physical combat. One doesn't get high up on this without having either gotten into a lot of fights, or trained at a dojo. It's not really something that comes out of nowhere, narratively at least, but if you want to put a fist to a face, it's Strength+Brawl that does it for you. Or a knee. Or whatever else you want.
Drive: No, you don't have to take this! It is assumed that everyone above 16 in the World of Darkness can drive under normal conditions. This is for driving through the rain while assassins in a van try to shoot your car with a rocket launcher. This is for car chases and off-road escapes. Or being a race-car driver. I've seen tons of games where this never comes up. I've also seen one setting that ended with a super car-chase and then a brutal fight.
Firearms: Operating and identifying guns. Anything up to machine guns here. A 1 would be the basic firearms safety/"I shoot at the range so that makes me Rambo, right?" Police Officers *might* have a higher score in this (you'd be surprised), or criminals (again, some criminals are shitty shots), and soldiers especially might be pretty good at this. Always a neat skill to have, though there are plenty of things that laugh at bullets, and shooting someone tends to often make them dead. You roll Dex+Firearms for the shooting.
Larceny: Picking locks, shoplifting, pickpocketing and even dealing with security systems. Yeah, tends to be something you learn the hard way as a criminal, though I suppose someone could pick it up as a hobby.
Stealth: Sneaking around. Being solid snake. Boxes need not apply. Dexterity for moving stealthily, Wits for, say, hiding, or slipping through a crowd unseen, that sort of thing.
Survival: You are great at surviving the not-so-great outdoors. You can forage for food, hunt and fish, identify which plants will make your insides turn themselves into outsides, all of that good stuff. Again, I admit it can *sometimes* be situational, but other times it's a life-saver.
Weaponry: That's not a knife! Pick a weapon. That's what this skill governs. Again, a bit broad, but the alternative would be eight or nine different skills and people pointing out that THOSE are reductive, and that not all swords work alike.
Mental Skills:
Academics: One's experience at higher education. That doesn't mean a college graduate necessarily has a certain level. Maybe they lucked through, maybe they cheated, maybe they were smart enough to make up for just not paying attention. One represents some level of knowledge, more than some High School dropout or the like, certainly, about academic topics, while 2 is more average, 3 is getting into good, and beyond that, well, damn son.
Computer: No, you don't have to take this. You can use the internet even without Computer, but this is what you'd use for hacking, for knowing *exactly* where to find something you want on the internet. Like if you need a gif real fast, son.
Crafts: yeah, this is a bit broad, but artists, repairpeople, anyone who constructs something by hand or tool uses this skill, and so it's pretty useful, and somewhat easier to justify a dot in than some stuff, since, "I made sculptures as part of my pottery therapy" and the like is easily believable.
Investigation: Okay, I'll just quote the book, "Investigation is the art and science of solving mysteries, examining seemingly disparate evidence to find a connection, answering riddles and overcoming paradoxes. It not only allows your character to get into the head of a killer to grasp his motives or plans, it allows her to look beyond the mundane world to guess at answers to mysterious problems, or to have a "eureka" moment that offers insight into baffling circumstances."
Medicine: The knowledge of physiology and current medical techniques that can allow one to treat wounds. One or two dots is basic first aid or the like, while levels above this are more reserved for Doctors than anything.
Occult: Knowledge of the legends and lore of the world. Now, I like how this is houseruled/ruled to be within reason. A muggle with Occult 4 doesn't suddenly know the deep secrets of vampires if she's never met them. But she would know a LOT of lore about all sorts of things. Occult represnets your knowledge of magic, both real and fake (but mostly fake if you're not magical) and your knowledge of the magical world's secrets if you're something spooky.
Politics: A familiarity with bureaucracy, electoral politics, or even just the way the system of a company works. A person skilled at this knows the issues of the moment, knows how the electoral system works and who to bribe, and more.
Science: Again, this is a bit broad, but for a game that's okay, though narratively I'd make someone pick something and focus on it. But, this covers *all* of scientific knowledge. The alternative, again, is crazy fragmentation, at least without one of several interesting hacks that have been done of World of Darkness, but that's another matter.
Social Skills:
Animal Ken: Animal whispering at its finest, this can extend to knowing zoology, knowing about animal habits and thought processes, or even, yes, just having that 'way with animals.' Sometimes this gets rarely used, and sometimes it's used ALL the time. There are definitely jobs or positions that use this quite a bit, certainly.
Empathy: Intuition for people and reading their emotions. Looking at body language or what they say, or maybe seeing something deeper, a person with a high Empathy skill can sniff out emotions, peg someone's personality, "Now that there is someone who always wants to be in charge", or figure out why someone is doing something.
Expression: Music, Acting, Dancing, Jouranlism, Writing, Poetry...all of that falls under here, which makes it an important skill for all sorts of builds, but not used as much for others.
Intimidation: Persuading others through intimidation, whether physical or social. Interrogating people, bullying them, or otherwise forcing them around in a rather unsubtle way unlikely to make them your friend.
Persuasion: Convincing people of something. The difficulty can often vary based on what sort of convincing is going on, but that's basically what it is. Making other people come around with your honeyed words. Or not so honeyed, with a low Presence. It also covers fast-talk and cutting deals, making bargains. And seducing people.
Socialize: Social etiquette and skill, this is what allows you to mingle, to know the customs of a formal soiree or figure out exactly how to 'get jiggy with the kids' as they say.
Streetwise: You know the streets, yo. You know how to gather info, make contracts, buy and sell drugs, all of the shady shit. You can work the black market and you know what the gang sings mean. Oh god, you wish you didn't...but you do.
Subterfuge: Lying. Ironically this is listed as a common skill for teenagers. Go figure. Lying convincingly and recognizing when you're being lied to. This also is relevant for con-jobs and work with disguises.
So now, how you do things is simple. 11 in the Primary category, choose what it is wisely. 7 in the secondary, 4 in the tertiary.
Now, skill specialties will be real quick, so let's add that on. Choose three in any category (3 total, spread across any skills you have), and you can put multiple on a skill. These are areas where you are better. Like, let's say Tweed McPerson is a great academic, Int 4, Academics 4. But their real love is translating and interpreting French Literature. So that's their specialty, French Literature.
So, when they roll for that, they roll 4 (Int)+4 (Academics)+1 (Specialty.)
A specialty has to, of course, be special or specific or not come up all the time, but those are the only rules and you are free to make up your own.
Edit: Oh wow that was an hour, sorry if you're no longer here, this has no time limit, don't worry.