But
@EarthScorpion don't you remember all the werewolf stories which had as an important plot point the werewolf's ability to turn to living metal and make it so that technology up to and including knives didn't work
Those were my favorite werewolf stories
See, I would actually consider "making people's phones, flashlights, and electric lighting stop working and make fires flicker and risk going out" to actually be a core werewolf power. Like, legitimately I would consider it as a field around you if you're in an "unnatural" form, which I'm defining as "not a human or a wolf". Seriously, a "movie monster" aura around you not only fits the thematics appropriately, but also makes the whole masquerade thing work - and
strongly incentivises the werewolves to attack at night, rather than broad daylight.
But then, when I was throwing together ideas for what I'd do, it was sort of coming out that the game was all fundamentally about risk-vs-reward and balancing your Monster trait. Like, legitimately, rather than a classic WoD-style Power Trait, your Monster trait was both your power-points and your Power Trait - and would wax and wane in play a lot. If your character wound up getting frustrated and angry with things, they'd pick up several dots of Monster, and their forms would be more powerful and their "horror movie aura" stronger, but they'd also be at more risk of losing control and to act in normal society, you'd want to find a way of burning it off on something. You'd burn Monster points to assume forms which weren't just "human" or "wolf" - and the more you spent, the more deadly the form was but the less in control you were. The versions of "near wolf" and "near man" were just "a somewhat boosted transformation and I'm mostly in control of myself", while things like the wolfman and the wolf-the-size-of-a-car were "I burned quite a few points on this transformation and so are barely in control". And at high Monster, you'd find that your "human" form was near-human and your "wolf" form was near-wolf.
Basically, if the horror in Vampire is that you're a monster and you have to do terrible things to survive, and the horror in Mage is that you have so much power and almost nothing that stops you doing whatever you want, the horror in my ideas for Werewolf is that
your power is not your friend. Not in the Vampire sense, where it wants you to do horrible things, but in the sense that whenever you cut loose, you're playing with fire, but you need to find acceptable means of letting it out or it'll overwhelm you. If you're sensible you keep your Monster low, and make sure to vent it off on acceptable targets - you transform and hunt people's pets at night, you eat spirits who escape into the world (because these Werewolves
certainly have Morality, but delay all Morality checks until they transform back to human, and so waking up in the morning realising you killed multiple people is going to ding your Morality hard), you try to feed on raw meat in in safe ways (buying steak), and so on.
But there's always the temptation to let it build up, because you have an excuse for why you
need the power right now.
(And of course, Werewolves are caused by being bitten. Specifically, they're caused by being attacked by a Morality 0 werewolf and managing to survive, because Morality 0 werewolves usually shoot up to Monster 10 and turn into hungry more-spirit-than-flesh beasts which live in the Shadow and sometimes venture out to eat flesh-things. Basically, from a certain PoV Morality 0 werewolves are Wolf Hosts, and werewolves are the immature form.)