Hmm. Now I'm considering what Mathilde's Disco Elysium style skills would be. Instead of six skills under each of the Intellect/Psyche/Physique/Motorics categories, I'd imagine three skills under each of the CK2 skill categories.
Diplomacy
Disguise Kit: The desire to see things from other perspectives, to imagine yourself being someone else, and to act like you belong and know what you are doing no matter where you are. Likes spiders.
Linguistics: Your ability to speak multiple languages, your interest in phonemes and grammar structures, and your ability to play word games. Stickler for pronunciation.
Bodice Ripper: Your understanding of narrative structures and events, the ability to see tropes and cliches and patterns, and your drive to romance.
Martial
Branarhune: To hold the line against the endless onslaught of mindless oblivion - to toss every part of yourself into the onrushing void and declare "no further". Always reminds you that you have the option to have a sword in hand at any time.
Tough Git: You'ze 'bility to be a proppa tuff gal, da brutal strenf ta kome back stronga afta a scrap, anz da sneaky cunnin ta know ta kick 'em 'ere it urtz! Responsible for handling the Seed of Regrowth.
Lupine: The power of the pack in a hunt, the knowledge that you can call for aid and be answered, the ability to belong to a group and work for a common cause. Tied to Wolf.
Stewardship
Glukspiel: The urge to risk it all in exchange for an uncertain payoff, to roll the dice and come out on top despite the odds, to leave it all up to providence and chance.
Rigour Mortis: The cold calculus of death - the exchange rate of lives for lives, the deadly power of logistics, the knowledge of how fragile a system can be and how to make it all fall apart. Does counterspelling, but it would be so easy to do more...
Fog of War: To delight in the uncertainties of others and make use of their ignorance, to revel in knowledge you have and others do not, and to position yourself and others on the chaotic field of life. Controls an Arcane Mark.
Intrigue
Showmanship: The desire to be seen and recognized by everyone, to put out an unforgettable performance and light up the stage.
Flickers: To appear and disappear, to at once be somewhere and then to travel great lengths elsewhere, and to enter places where one is not wanted. Controls an Arcane Mark.
Tradecraft: Passwords and exchanges and ciphers, how to forge a document and cultivate an informant and pick a lock and interrogate a suspect. The spirit of the Grey College, and the responsibilities of a Shadowmancer.
Piety
Cattiness: The inner want to just lie down in a warm sunny spot, to stretch and be comfortable and sit where you please, and to go chase after small prey animals.
Heart of Gold: Your desire to amass wealth and luxuries, including the luxury of seeing yourself as a good person. Your drive to take the treasures of others.
Shadows: The darkness of the soul, the fundamental self-preserving urge - to run away to live another day. A shadow is intangible, impossible to catch. Controls an Arcane Mark.
Learning
Smugness: The desire to be the smartest in any room, to preen before the ignorance of others as they are enlightened, to assert your dominance over lesser scholars by lobbing yet another artillery shell into the academic landscape.
Librarian: The catalog of facts you have learned throughout your life, the brimming shelves of knowledge to be carefully pulled out and consulted as events occur, then safely stowed away with new notes.
Moth Lamp: The questions that lie unanswered, that may never be answered neither by you nor by any other being - about reality, about time and space and aether and divinity. The deep confusion that lies within the core of Ulgu.