Xandre:
Close quarters: high end of skilled. He's not a trained martial arts master but he's been street fighting his whole life.
Bladed: average, probably. He'd rather a gun to a sword. Overall high combat effectiveness, but he feels least comfortable with a sword.
Blunt: If he's stuck without his guns, he's gonna prefer something like this. Highly skilled, if not expert.
Small arms: expert. He's a marksman. His extreme strength allows him to wield much larger arms as though they were small-arms.
Other: Preternaturally strong. Not Ragenard strong, but could probably flip a sedan on a whim, or throw it if he had adrenaline flooding his system.
Regenerative quotient: Tier 3, but with bed rest he can stretch to tier 4.
Margot:
Close quarters: scrapped with her siblings as a kid, who were also werewolves, so she's probably about average. Hasn't put significant investment into it.
Bladed weapons: the Aedui have no need for them. Novice.
Blunt weapons: Normally the Aedui don't need them, but with margot's bipedal transformation (an anomaly amongst her clan) she practiced with using rocks and branches to help her out. Skilled.
Firearms: what's below novice? I don't think she's even seen one fired yet.
Specialty: magic, obviously. In werewolf form, she can magically augment herself, raising her physical stats significantly, and transmitting her environment and things in it into improvised weapons. As soon as she sees a firearm, one of her signatures will be sending rocks down range like bullets.
Regenerative quotient: T2, needs downtime but not bed rest.
Marie:
Close combat: Expert. While on the LCPD she trained extensively in order to land herself on the special task force she was on when she was bitten.
Bladed weapons: knives, skilled. Longer blades, average.
Blunt weapons: batons, skilled. average.
Small arms: expert marksman with sidearm and shotgun.
Specialty: as a reasonably freshly-bitten werewolf, her shift is unstable and tied to her emotional state, so the more emotional she gets the less control but more raw strength she has. She also has intuition and skills from her days as a cop, leading to a reasonable set of skills for a private dick.
Regenerative quotient: T1 (for now, with her shift instability who knows where it will ultimately land?)
Hit me up if any of this seems unjustified or anything.
All looks aptly mapped to their characters. Couple of notes in case you want to consider so you're not leaving anything in the table (or better, that they inspire something I'm not considering).
Xandre
Xandre in particular I was considering would have something special with firearms hah. Not just the ease of handling but the practice at usage, maintenance and with his personality (e.g. naming) and you could absolutely get away with what you have and a bit more. Something like...Weapon Nerd?
Where as many of the rest of the pack are novice at best and most likely unskilled, if you hand them an MPATS (Man-portable anti-tank systems) platform of any kind, or a weird antique 12-barrel Blunderbuss, He rolls as one-level above his proficiency with that specific weapon so long as it is handled via Marksmanship.
The strength aspect you can opt for another skill if desired; that one is a freebie. The proficiencies I'm using for
hit chance, and I realize now I didn't specify that.
Xandre, alongside others like Snow and Baron are under my "SWOLE" header on this side of the screen: Depending on the physical feat I see written and who/what they're beating up, I would apply a +1 to +2 modifier on the damage roll calculation, which is on a d10 with simple stuff like "9-10, perfect hit. Target likely dead or incapacitated" sort of deal.
P.S. a well oiled Minnie automatically gets a +5 on the d100 based hit die system, alongside a standard "Good serviced/Superior" weapon +10 most of them get when mentioned using either a personal or pack maintained arm.
Margot
Re: Firearms: Anything below novice counts as unskilled. Actually haven't decided how I'll handle the chance aspect of an unskilled attempt. If it's the kind of thing that I feel I gotta roll, I would probably just halve the 'Novice' hit chance and roll it as that, in addition to any negative modifiers.
Her specialty is obviously long settled haha. Probably will be one of the tricky ones to decide on modifiers for, but rest assured I'll ask for details into how to interpret the inner workings of specific magic feats as they come if they're not obvious. The shifted-magic blend is also cool! Easy enough to balance on my side as particularly draining or the like too, so I can unobtrusively manage the modifiers if Margot is being forced to magic wolf girl long term and on your side it's just cool attempt + cool perseverance in the face of fatigue. This doesn't discount growth either, certainly through the scope of the RP it can change and evolve (especially if Margot seeks magical teachers would become a part of her side plots).
Marie
I like it. Sorta berserker rage but not necessarily limited to the typical berserking range of emotions sort of thing is what I'm reading and I dig it. As for her other special, I'll keep in mind my police procedurals. What she a part of a specific department we could mine for some examples?
Like if she was in Narcotics she would get something like: [Narc Expert]: Expert on identifying drugs, their components, and precursors as well as forming a general idea of where in the Lutetian underworld aspects of the id'ed could be found.
Conclusion
You're a superior number cruncher, so I'm happy to share my jank dice system aha, but I gotta stress that it is ad-hoc as hell and not at all obligate; more a GM decision spicer than game system. I don't really foresee much problem with balance or anything though; at the end of the day not only can I fall back on good old GM-number fudging, but the system
really is ad hoc- I've already tested it on a long ass resolution and found myself just ignoring using it altogether enough times; when you know, you know.