A quick look at the wolf feral class, played by one of my sons.
When making a class playbook for them, I am cognizant to keep descriptions simple, but mindful to not dumb things down. Each class will have some core move which will assist them in either investigation or conflict resolution outside of combat.
Here are some of the starting moves for the class. I may add one or two more after I get some of the other classes set up.
You are a member of the Ulfhednar, an order of humans who can channel the powers of wolves. You wear a pelt that gives you the senses, reflexes, and ferocity of the wolf.
Your senses are those of a wolf. In particular, hearing and smell are much more sensitive than normal humans. Darkness does not hinder you, but loud noises and strong smells may make it difficult to focus.
When you try to bite someone or something, it is extremely painful. You can hold someone tightly with your iron jaws.
You can move silently and quickly like a wolf, covering large distances with preternatural speed.
When you follow the trail of a living being, you roll +CLEVER +1 On 7+ you are able to follow until conditions change. On 10+ you are able to gather information about your quarry.