I've posted these Werewolves before, but I think I've tweaked and refined them to find a superior sweet spot of accuracy(in terms of keeping with their portrayals in the source material) and affordability. So first Teen Wolf Beta, and Wes Craven's Cursed Werewolves will follow in the next post.
Beta Werewolf 16pt Quality
Attributes
Strength +3
Dexterity +3
Constitution +3
Perception +2
The physical abilities displayed by Betas on the show seem to be about on par with what we've seen of Slayers. Considering their fondness for Parkour, wall-smashes, and some of the truly herculean leaps they have pulled off an argument could be made for being physically superior. But I tend to chalk that up to better stuntwork. Overall the feats are fairly comparable on both the high-end level, and baseline level.
Some might argue for buying all the acute senses qualities instead, but that strikes me as incredibly inefficient and a deliberate effort to gimp the package. We've seen that all their senses are enhanced. Why in the world would you buy four separate 2point Qualities to do what a simple +2 Perception accomplishes? Besides, this way allows for Werewolves who do opt to buy a separate Acute Sense quality to be considered exceptional, even by werewolf standards.
Abilities
Kung Fu +1(only in Gameface Mode)
I see little reason for a skill increase anywhere for Werewolves. Their acrobatics can easily be accounted for by their enhanced strength and speed. Their enhanced perception negates any need for Notice. They DO gain a somewhat predatory instinct for clawing and fighting though, but only when they fully shift.
Qualities
Regeneration +3[Per Minute]
Betas heal small injuries right before your watching eyes(No Isaac, you wouldn't have been blinded). That's simply not possible with Per Hour Regen. More serious injuries take a bit longer though, which isn't possible with Per Round regen. It seems pretty obvious that Per Minute Regen hits the mark just right.
Natural Weapon +2[Claws - Retractable/x2 Slash]
A newbie Werewolf can opt for Non-Retractable Claws, shaving one point off the total cost. They could then only use their claws in 'Game Face' mode. But learning to summon the claws without gameface seems fairly easy. Scott learned quickly. So did Isaac and Erica. So did Liam. Doesn't seem to take that long to get the hang of it.
Natural Weapon +2(Fangs - Retractable/x2 Slash)
Same guidelines as Claws
Natural Toughness +2(Only in Gameface)
Teen Wolf Betas spend a lot of their free time getting slammed into, or through walls. You could make a drinking game out of it. So this seemed like a good fit. Double the benefits of Natural Toughness if they buy it separately for their human form. Now you know why Ennis was such a scary SOB.
Hard to Kill +4(Maximum Cap of 10)
All Fours +1
By running on all fours, a Werewolf can double his movement speed, and horizontal jumping distance with a sufficient running start.
Drawbacks
Vulnerability -5[Multiple Vulnerabilities]
Various forms of Wolfsbane have a variety of effects on Werewolves ranging from fatally or paralyticly poisoning them, to weakening them, inducing hallucinations, or rendering them unconscious. Barriers of Mountain Ash are impassible to all but the very strongest of Werewolves. Werewolves lose their powers during a Lunar Eclipse, and Betas receive a -1 Willpower penalty to resist the commands of the Alpha who bit them. A specific electrical current can temporarily neutralize a Werewolf's physical strength
Adversary -3
There are groups of Hunters all over the world specifically dedicated to hunting Werewolves, with varying degrees of conduct ranging from strict codes of honor to outright bloodthirst. They know all the weaknesses of Werewolves and utilize numerous weapons designed to exploit them, or turn a werewolf's strengths against them.
Supernatural Form -1[Dual Shape]
-2 Attractiveness in Werewolf Form. I've never observed any noteworthy difference in the overall power level of a Werewolf when they're fighting in or out of gameface. Yet going 'Game Face' seems to be a big deal in a fight, so I tried to capture that. The only visible difference I've noted is that their fighting style seems to become a bit more ferocious in Game-face mode which is why I tied their Kung Fu rating to it. Also the bulk of that wall-slamming tends to happen in Game-Face so I tied their Natural Toughness to gameface as well. Unless they have the Retractable Versions of their claws and Fangs, they can't use their claws or fangs without first Entering 'Game Face' Mode. They also need Gameface to use their full Kung Fu score. All that should be quite sufficient to qualify for the -1 version of Supernatural Form.
Moon Moodiness 0
During the day leading up to the Full Moon, Werewolves gain a level of Mental Problem: Cruelty and Covetous: Lust, leading to otherwise perfectly nice young men engaging in dickish behavior like kissing the girl their best friend has been crushing on since grade school, and rubbing their friend's face in it afterwards. It's not severe enough or frequent enough to warrant an actual deduction from the overall cost of the quality IMHO. Once you're strong-willed enough this behavior is easy enough to control. Unless of course you're already Cruel and Lustful before these penalties get tacked on...Yeah Peter Hale. Totally looking at you here.
Moon Madness -1
During the Full Moon itself, Werewolves gain a full Antisocial Impulse: Violence drawback at the -3 Deranged level. Overtime you can spend 1 XP to reduce it to -2, and another to bring it down to -1 but that's as good as it gets. You'll always feel a bit edgy during the Full Moon, but if you're strong-willed enough most people won't notice.
Unique Abilities(These abilities they only apply during certain circumstances, or have to be taught)
Pain Transference 0[Unique Quality]
While this ability can help others, it does so by penalizing the Werewolf. To me that made it Cancel itself out in terms of cost. With a Willpower(Doubled) roll, a Werewolf may absorb the pain penalties from others and take it upon themselves. Each success level removes one penalty level worth of pain in the target and transfers it to the Werewolf. The duration is left to GM discretion depending upon the type and severity of pain, and success levels of the Willpower roll. Generally speaking the recipient should enjoy at least an hour of pain relief
Telepathy 5[-2 Limited Use for final cost of 3]
By digging their claws into the back of someone's neck(inflicting 1 to 5 Lifepoints of Damage depending on how gentle they're being about it and whether or not the recipient is struggling), Werewolves can utilize a form of telepathy. They must remain in contact and due to the proximity of the claws to the subject's spinal nerves this can be rather risky.
Taken Innocent Life -1
A werewolf who has taken an innocent life will also gain a permanent level of Mental Problems: Cruelty Drawback(I bet Peter didn't even notice) and your Game-Face eyes will be blue instead of yellow. This can't be bought off unless somebody is willing to bury you in an Aztec tomb and turn back the clock on your aging to a time before you earned your blue eyes. So don't hold your breath. Barring unusual circumstances this probably(But not definitely) bumps you out of the running to ever attain "True Alpha" status.
