By RAW, you can add the Veteran
quality to your PLs and ACs. As-intended it's a no-no, since it cheapens the effect of abilities like the Captain's Gamebreaker, or the Infernalist's imp-ally. You should always ask your GM, but I think that no more than 1 level of Veteran would be considered fair; any more and you're getting way more bargain for your buck.
Templates are difficult to work with, because a lot of templates in D&D come with the assumption that you, the player, can have access to them. It's interesting that you mentioned werewolves, because the transformation of PCs in Fantasy Craft is something that's been something of a regular question over at License to Improvise. A rather interesting technique to do so is in the form of a feat, as Sletchman created a while back:
SHAZAM! [Chance Feat]
By the Power of Greyskull!
Prerequisites: Player character only
Benefit: You gain the ability to transform into an NPC with an XP value no greater than 50 + 5 × the permanent Chance feats you have. You may choose your alternate form from the Bestiary or build one with GM approval.
Your alternate form is a special character with a Threat Level equal to your Career Level. It gains no action dice of it's own, but you may spend your action dice in it's form as normal. Your alternate form loses access to any class abilities, feats, or other abilities you have that it does not also possess.
If your alternate form dies, you die too.
A potential way to go about a Werewolf would be to make it a Species or Basic Combat feat (and thus basing the XP value on that), with the same general rules. The 'benefit' of being just as strong as you is countered by the fact that there's no replacements if it/you die.
Ares' idea also works, assuming that your GM is open to mixing species feats like that. Given a bit of extra time it could be even better!