Moves
Might
Battle Cry
Intent: Situation Control
I didn't have a plan for this move so much. But it turned into a situation-control move. Might has a few of these sort of things in it, where they can move enemies about. There's little anyone with might can do to change someone's mind, and this is one of them.
The perks also give allies some boosts in some circumstances, so it's definitely a move that favours combat against enemy hordes.
The effects are subtle, but the move can manipulate even big dudes!
Blood Magic
Intent: Support and damage.
This one is weird. It started off weird and got weirder. It really is just the general-purpose vampire move, but it can do a wide range of things, so it's kind of a generalist move.
Berserk
Intent: Boost!
This is another might move to push through difficult enemies or a crowd. It's also meant for situation control against single enemies, with the appropriate perks.
Death From Above
Intent: Enemy Control / Attack Replacement
Jump! There's a bit of enemy control built into this move, it's basically an Attack+
Intimidate
Intent: Parley Replacement / Enemy Control
Might players don't get many social options, so it seemed fair to give them anti-social options instead.
Elemental Breath
Intent:* Elemental Flourish / Attack Substitute / Environment Manipulation
This is a good move to use when your weapons suck, or have been disabled somehow. It's also good to use on enemies with weaknesses, or suspected ones. It's also good for setting things on fire, or putting them out if your GM isn't stupid.
Forceful Technique
Intent: Enemy Control / Attack Replacement
You can do some pretty nasty stuff with this. Reducing their armor might not help with some enemies, or depending on the GM. Then again, it should be pretty effective against a golem or something, right? Of course, if that doesn't work you can just get them to fuck off.