18pt Quality

Attributes
Str +5(3 in Human Form)
Dex +3
Con +3
Per +4(2 in Human Form)

(In the full Werewolf The Apocalypse-style Crinos form, if 800 pounds of towering snarling fury doesn't qualify for the full +5 Strength allowed to PC Classes/Races, NOTHING does. The Strength difference versus human form is easily explained by the sheer increase in raw muscle mass. The senses should be improved all around in human form too, which the +2 Per represents. And naturally, once transformed into the more blatantly wolfish monster form the much larger ears, longer nose, and beastial eyes warrant a noteworthy bump in sensory awareness. The size of sensory organs has a big impact on their potency which is why Bloodhounds have the best noses of all canines, anteaters can track the miniscule pheromones ants give off, etc, etc

Dex stays the same however. The extra bulk and mass might normally warrant a LOSS of agility and speed, but the digigrade legs, balancing tail, and lengthened arms give the Shifted Werewolf an Ape-like mobility that compensates for the added weight and bulky muscle increase, keeping overall agility and mobility comparable to the much lighter and more agile human form.

It's sort of the same thing with Con. I read some study once on people with gigantism that revealed after a certain point bigger bodies tend to have stamina/endurance issues compared to smaller bodies. They burn through their energy faster, have to work harder to function. It makes sense I think when you consider how ponderous most of the larger animals in the animal kingdom seem. Some are capable of only short bursts of speed but that's burns them out fast, or so I heard. But real wolves are the marathon runners of the animal kingdom. They can cover vast distances in relatively short time frames. The human form draws on that herculean stamina and I figure once the body shifts and takes on a much more wolf-like internal physiology, that stamina increases enough to cancel out the increased rate of endurance/stamina-burn larger bodies normally experience.

I did not boost willpower because nothing about being werewolf should...in and of itself...make you more strong-willed or confident. Certainly some people might react that way to suddenly becoming stronger and tougher. That might certainly justify skipping the training time or emotional developement that normally precedes boosting Willpower with XP, but that's about it. And only the one time.

On the other hand, just as many people would find themselves unnerved by the experience and frightened by the changes they're experiencing and the danger they pose to loved ones. Similarly there's nothing about being a werewolf that in and of itself would diminish your confidence and willpower. How each person responds to it is going to vary. Also you wanna avoid Willpower boosts because it cancels out points of the various emotional/impulse oriented drawbacks.)

Skills
Kung Fu +1
(This represents the way animals have an instinctive grasp for using their innate weapons like claws and fangs to kill prey or defend themselves. But other than that, it's pretty hard to justify any other skill increases being granted simply by virtue of becoming a werewolf. Skills represent...skill. Having a point of acrobatics means you have some understanding of the method that goes into athleticism. Why should being bitten by a werewolf suddenly confer such knowledge? Same with Notice. The increase to Dex and Perception already covers the extent to which werewolves get such abilities innately.)

Qualities
Natural Weapon 1: Claws
(Wolf Form only though...after appropriate RP in training to control Wolf Powers, 1 XP will upgrade these to retractable claws that can be manifested in Human Form. No starting werewolf will have sufficient mastery to do that though.)

Natural Weapon: 2 Fangs(Wolf Form Only. The fangs are larger, and the muscle power of those giant wolfish jaws explain why the fangs are more powerful. The size and body structure of a werewolf would also eliminate the need for the Grapple roll normally required before a Bite IMO. I considered allowing a similar 1pt Expenditure to add the Retactable trait and make the fangs accessible in human form. But these fangs would be much smaller than the Wolf Form fangs, making them 1-point Versions. Slightly out of balance but I'd say allowing Wolf Form bites to skip the grapple compensates for that. The human form would still have to grapple first naturally).

Natural Toughness 2
(Wolf Form Only, representing that all that extra muscle mass and bone density is going to make you a lot more resistant to blunt force trauma. If the human form already has natural toughness independantly, the bonuses will stack in Wolf Form. Punching such a werewolf would be a profoundly bad idea.)

Attractiveness +2
(This represents the animal magnetism werewolves develop. Even previously ugly or unattractive people seem to become a bit more desirable in some basic, primal kind of way.)


Regeneration 3
(Almost every werewolf in TV and movies will heal minor injuries before your watching eyes. This is usually the first thing the newly turned werewolf can't rationalize away that forces them to face what they've become. It's also usually how they prove to their friends/family that they're telling the truth. The Wes Craven Werewolves this is based on are no exception. Rapidly healing minor wounds like that is simply not possible with Per-Hour Regen. But it works with Per Minute Regen, which the 3 point version of Regen covers. It works better with Per-Round Regen, but Per-Minute gets it done sufficiently for our purposes, without having an imbalancing impact on combat since it takes roughly between 5-10 rounds of combat for a minute to pass. Healing that infrequently shouldn't be a game breaker in the least, but still allows Werewolves to feel a bit cooler having such swift healing under their belts. Also giving them Per-Minute Regen allows their vulnerabilities like Fire and Silver to still be very troublesome by healing at the much slower per-hour rate, without crippling the pace of the game by making your Werewolf player stuck in the Intensive Care Ward for weeks every time they run afoul of someone wielding something deadly to them. They can be back in action with a day or two's rest instead of weeks or months)

Unique Kill +5 (Separate Brain from Heart. This typically means beheading, up a broken neck or shooting them in the brain with a bullet of sufficient caliber to spread that brain across the wall will also suffice. I'm no bullet expert. Offhand I'd say a bullet to the head that brings you to 20 lifepoints below zero will probably get the job done)


 (Qualities like Fast Reaction Time, Acute/Enhanced Senses, Situational Awareness and Nerves of Steel are deliberately left out. The various sense boosts are already covered by perception. Certainly there would be werewolves who develope those additional senses over time but I don't want to necessarily make them automatic for every werewolf. This allows some werewolves to have reputations for being exceptional trackers or eavesdroppers, even by werewolf standards. They're the guys even other werewolves go to for help when tracking particularly elusive prey. Fast Reaction Time is left out because that's not necessary. The Dex boost covers the innate reflex increase werewolves receive. Fast Reaction Time however takes it to another level, making it so that Werewolves are almost never caught flatfooted and that makes it almost impossible for normal human hunters to pose a threat to a Werewolf. In fact, catching a Werewolf flat-flooted would be the secret of success for most human Werewolf Hunters. Fast Reaction Time is a "Warrior" trait(obviously there are non-warrior professions that can justify it, but you get the idea), and there is no reason the overweight 9-to-5 shmuck who got bit should instantly get a Warrior trait just because he got bit. Werewolves should have to train for that(or have already had prior training) just like humans. Same thing with Situational Awareness. That's the kind of thing experienced badasses develop. Not something any shmuck bitten by a werewolf should wake up with the next morning. Same thing with Nerves of Steel. Just because you got bit by a werewolf last night shouldn't instantly make you courageous. A cowardly human who gets bit just creates a cowardly werewolf.)

Drawbacks
Vulnerabilities: Various/Easy to Come By -5
 Touching Silver causes an intense pain and minor burns similar to a BTVS Vampire touching a Cross. Extended contact with Silver inflicts 1 point of damage every round, and inflicts a -2 penalty to all rolls due to the pain while still in contact with the silver. Regeneration is also impaired while in contact with Silver. This is particularly troublesome when shot with a low caliber silver bullets that don't exit the body and thus must be dug out before the slow burning damage, impaired regeneration and debilitating pain ends. Fire Damage(much more easily come by) also heals at a Per-Hour rate, and sufficiently large fires causes the primal animal part of a werewolf's brain to make rolls to resist fear(A small deviation from onscreen accuracy, but it makes sense I think). Werewolves with Nerves of Steel still have to roll, but they get their normal bonuses. Another slight deviation from what we've seen on screen, but would be fitting IMHO would be to make the scent of Wolfsbane have a weakening/nauseating effect on Werewolves, incurring an additional -2 penalty to all action in it's presence. At GM Discretion, the rate at which silver contact burns werewolves can be tuned up if your Werewolf PCs are shrugging it off too easily.

Antisocial Impulses: Violence -3
(-1 in Human Form. The -1 human form penalty will stack on top of any pre-existing levels of violence the person may have had before becoming a werewolf, to the normal maximum of -3. This has an effect very similar to what you had in mind for making a shifted werewolf much harder to maintain control. The first moment they shift, they have to make an instant Impulses roll, with normal consequences if they fail. At this point the frequency of additional rolls, and whether or not they experience penalties to their rolls will depend on the cirumstances, and how much of a dick you're feeling like on that day. . Over time, and with appropriate RP they can be allowed to buy this off with XP the way drawbacks are normally bought off, representing the growing control. Perhaps though that innate -1 can never be completely bought off. Representing that even the most disciplined werewolves can still snap under extreme circumstances. Your call on that though).

Covetousness: Lust -1 OR Covetous: Ambition -1 OR Emotional Problem: Dependency -1
(Choose one of these drawbacks to reflect either which animal instinct has bled over into your human persona to begin influencing your day to day behavior. Your new animal impulses might make you hungry for a suitable mate(C:Lust). If you're more the "Alpha" type you might find yourself being a bit more assertive and seeking more influence and authority(C: Ambition). Or perhaps the instinctive desire for a pack might make you a bit...clingy(EP: Dependence)

Supernatural Form -1
(When shifted, the Werewolf is considered to be at -4 Attractiveness and it is blatantly inhuman. The weaker potency of powers qualifies for this version of Supernatural form. I think there's additional rules regarding this drawback I'm not remembering at the moment, but nothing major. It can wait til I dig out my books)

Adversary -3
(assorted Werewolf Hunters, both human and inhuman. Other werewolves too if they consider you an intruder in their territory)