We'll use four examples: Plinko the Asha'man, Maryalice the Journeyman Gleewoman, Tina the Novice, and Joe the Whitecloak. For an active example, check out Zurvain, the Aiel Guild Leader.
Plinko the Asha'man, a transitioning character, has been given 875 points to begin with.
700 of those points must be divided as follows:
280 to Channelling (minimum 3 Powers)
145 to Weapon: Sword
135 to Combat Strategy
140 to Flame and Void
---
700
that leaves him with 175 points to go into any other Skill or Skills he chooses.
If Plinko had been started under the Points system, he'd have been given 150 points to do whatever he liked with. He'll use those points next. [Taking this option means he needed to earn 350 more points as a Soldier for a total of 500 points minimum to be Raised. If he took the short route as a Dedicated, he earned 350 more points and became an Asha'man with 850 points. He's then earned 25 points since his raising.]
Now he wants to reflect his character biography, where he'd planned to be a thief before hearing about this Black Tower.
75 to Stealth
75 to Deception
---
150 points
700
150
---
850
Plinko has 25 points left. He can put them in any skill allowed by the Asha'man Guild.
25 to Sword
so his final tally of 825 points looks like this, reflecting what he's learned in his life up to now.
77 in Fire
48 in Air
100 in Earth
15 in Spirit
40 in Water
(Channeling Power=280)*
170 in Weapon:Sword:Twin Shortswords*
140 in Flame and Void*
135 in Combat Strategy*
75 in Stealth^
75 in Deception
---
875
where * marks skills required in the Guild and ^ marks skills restricted by the Guild (skills he can't put any more points in)
Or, we can think about Plinko from the end to the start: He'll put the same 700 points toward his Guild requirements in the same way. Then he has 175 points to do what he wants with - say he doesn't want to have Guild-restricted skills. Maybe he's forgotten his wayward youth and now is a better channeller, and perhaps a bit of a diplomat and has some Persuasion.
700 to requirements
100 extra points to Channelling
75 to Persuasion
107 in Fire
68 in Air
150 in Earth
15 in Spirit
40 in Water
(Channelling Power=380)*
145 to Weapon:Sword:Twin Shortswords*
140 to Flame and Void*
135 to Combat Strategy*
75 to Persuasion
---
875
where * marks the skills required by the Guild and he has no skills restricted by the Guild.
It is also possible to put all 875 points toward Guild Skills.
Let's see Maryalice the Commoner, now.
Maryalice is a Journeyman Gleewoman. She chose her Profession Skills when she started. 4-6 required skills gave her:
Instrument: Voice
Instrument: Harp
Storytelling
Pick Pockets
Deception
In order to become a Master, she must have 700 points allocated among those skills by the time she has earned 1000 points (1000 points is the maximum number a second-rank character may have). It is up to her how many points are required in each skill for her to be an effective Gleewoman. Now she's ready to divide her 350 points and start playing.
80 to Instrument: Voice
15 to Instrument: Harp
95 to Storytelling
85 to Pick Pockets
75 to Deception
---
350
where all her skills are Profession Skills. She can learn skills not required by her chosen Profession, just like Plinko the Asha'man could, but in order to attain Master rank, she must have 700 points dedicated to her Profession Skills.
Tina has just been created as a Novice. She is given 150 points to divide as she chooses. This is an important decision for her player to make, as it will affect how many points she must earn to be Raised.
Tina's bio notes that she has learned the arts of Stealth.
81 to Stealth
This puts her in the (Third Rank) Average range for people who have practiced the craft of being Stealthy. That's pretty good for a Novice who's about 15 years old.
Tina has 69 points left. She'd like to be a strong channeller some day, so she decides that Tina is going to have a bit of a spark and get a good start with the One Power. 69 points puts her at Beginning Study, as good a place as any for a Novice to begin. She'll divide her points as follows with the parenthetical of what level she can weave that Power at. The level determines which weaves she can perform.
15 to Air (Level 1)
15 to Spirit (Level 1)
39 to Water (Level 3)
---
69
Tina can't weave Fire or Earth at all at the moment, though she might learn in time. She's written her name in the Novice book, and she brings these skills. Tina is ready to begin. She needs to earn and apply 281 more points to Guild-required Skills in order to be Raised. She also has the option to earn 119 points she can put anywhere except Combat Skills (because such skills are restricted by the Guild). She can't earn more than a total of 550 points at first rank.
15 to Air
15 to Spirit
39 to Water
(Channelling Power=69)
81 to Stealth
---
150 points
Joe the Whitecloak Cavalry Squadman has a slightly different story. His background has groomed him for a life among cavalry soldiers. His starting 150 goes entirely to Guild Skills
70 to Horseback
80 to Weapon:Sword
---
150
He needs to earn 150 more points and apply them to Guild Skills and he'll be ready for Raising. He has the option of earning 200 on top of that (for a total of 550) to put toward any non-restricted skill/s he chooses.