You are the alpha wolf in a werewolf pack. This pack consists of 75 werewolves, which is divided about equally between male and female. You as the alpha of the pack are the most powerful and ruthless, though your rule isn't necessarily insured. Every member of this werewolf pack can assume the form of a human or wolf or a form in between. In human form, each has the physical prowess (strength, dexterity, and endurance) to place them within the top 1% of humanity, the same thing goes for wolf form. In wolf form, they have all of the abilities of a wolf, including running speed, an incredible sense of smell, cold resistance, etc. In the half-human half wolf form, the werewolf has incredible physical prowess - 4 times the strength and toughness of the strongest human, twice the dexterity of the most agile human, the ability to run 50 mph, the enhanced senses of a wolf and the manipulative hands of a human. Unfortunately, this half-wolf form can only be assumed when the moon is in the sky. All werewolves heal very quickly, at ten times the normal human rate when in human or wolf form - when they are in half-wolf form they heal very quickly, recovering from most injuries within seconds and even major injuries (like severed limbs, major organ damage, etc.) within minutes. The only thing that can permanently kill a werewolf is silver weapons (which don't regenerate), massive destruction of the body (head being demolished, body cut into pieces, burned to cinders, etc.), or magical weapons. As alpha of the pack, you are even more powerful than the average member. You have peak human or wolf physical abilities in those forms, in half-wolf form you have the strength and toughness of 6 of the greatest humans and 3 times the dexterity of the most dextrous human.
Any human who survives the bite of a werewolf has the chance to become one. Assuming that a victim does not succumb to shock or infection, he has a 5% chance of turning into a werewolf on the next fool moon after being bitten. Those other 95% who do not turn get a strange unnatural illness which kills them by the next full moon. These werewolves don't necessarily have any loyalty to the pack and must be won over through persuasion or coercion. Transformed werewolves don't have top 1% human strength or agility, but rather the physical prowess they had as humans, though they are within the top 5% of humanity for endurance and toughness because otherwise they would have died after being bitten.
The child of two werewolves becomes a werewolf as well. The child of a werewolf and a human results in a human child, but that child will carry a recessive werewolf gene - meaning that a mortal with a recessive werewolf gene can conceive a werewolf child with a werewolf parent half of the time. Transformed werewolves count as humans for the purposes of breeding new werewolves. Werewolves, while in wolf form, may breed with wolves as well - and like with humans, the recessive genes may eventually lead to a werewolf being born from wolves - unfortunately, because of their lack of reasoning capacity, most of these wolf-born werewolves are never able to make a change into human or half-wolf form, 90% merely live their lives as particularly strong and healthy wolves. The 10% who can learn to make the transition generally do so around the age of 15, after which point it takes them about 10 years of living with the pack to pick up human language and high thinking enough to function as a human.
The pack isn't completely loyal to the alpha, other powerful members will vie with him for control especially if things go wrong. If the alpha should show significant weakness or make a major mistake in leadership, a challenger will arise from within the pack. This challenger will fight the alpha for dominance, if he wins, he becomes the new alpha. If the alpha should die by some other means, another werewolf takes over the role though it takes him about a year to achieve the physical prowess of the old alpha. Werewolves age in a way similar to humans but generally become feeble at twice the age a human would - in other words a 100 year old werewolf would have decreased physical prowess equal to a 50 year old human. Most werewolves will die of old age between 120 and 140, though alphas never make it that long because they are challenged first, though in some instances an alpha will retire when he begins to become too old to lead.
There are several special werewolves within the pack in addition to the alpha, though the alpha can have one of the power sets below, he is only allowed one such set and him having it means that another werewolf does not. Within each pack, one werewolf has each of the following.
The beastmaster - this werewolf can speak to wolves and can even summon them with his howl. The summoned wolves don't have to obey but may be favorably inclined towards the beastmaster. The beastmaster can exert actually mental control over one wolf at a time, during which time he can see through its eyes, smell through its nose, and hear through its ears at a range of up to 100 miles.
The moonkeeper - once per month, this werewolf can call the spirit of the moon into his body, his fur becomes silvery and bright. Any werewolves within eyesight of the moonkeeper can transform into half-wolf form even if its day or the moon isn't up. This power lasts until the true moon rises.
The mystic - this werewolf can read signs and omens, allowing the mystic to receive a yes or no answer to any one question once per season.
The healer - this werewolf has the ability to help others in physical need. Under the care of the healer, a victim wounded by a werewolf has a 10% chance of surviving and turning, though the healer may only have one such patient at a time. Healers may treat the injured and diseased, preventing infection and curing mundane diseases. Healers may also eliminate the risk of infant mortality or the mother's death when a child is born.
The druid - this werewolf is a master of surviving in the wilds. While he remains with the pact, it need never fear starvation in the wilderness, extremes of heat and cold, or other dangers associated with the wild. Furthermore, the druid cannot be tracked through the wilderness, even by smell.
If one of these special werewolves should die, it takes a full year before another takes the place of the deceased.