SageFight Classes


Conversation has turned towards how to handle different types of classes in SageFight. By "classes," we mean specialized SageFighters with unique abilities that can affect the battle. Most of these classes assume you're using Clan vs. Clan rules, in which you're working with a team against another team.

Timekeeper maintains the beat. Timekeeper is not in the battle.

Ref keeps track of SageFighters during the battle. Ref is impartial observer and may move freely during the battle. Ref can tap out a SageFighter if they foul.

Master is the leader. If the master falls, the whole clan falls. A master may parley once per battle. Parley: All fighting ceases. The timekeepers pause. The masters may move freely and speak to each other, but must do so loud enough for both clans to hear. When Parley is over, masters return to their original positions and the battle continues.

Healer can tag an ally to bring them back into the battle. Tagging a tank will recover one of the tank's arms. Healers may not bring themselves back into the battle.

Tank is durable. When one of Tank's hands is tagged, that arm is disabled and kept down, but Tank stays in the battle. Tank is only out if both hands are tagged.

Flipper briefly converts opponents to allies. When flipper tags an opponent, the opponent must target their nearest ally for five beats or sit down.

Speedster may, once per battle, walk at a normal pace with arms outstretched, Superman style. This only last three beats, during which the Speedster must count down out loud from three.

Duelist may challenge an opponent to a duel. During a duel, no one can tag out either fighter.

Assassin may tag out an opponent by tapping the middle of that opponent's back.

Trapper may tag any part of an opponent's body. While he does so, both the trapper and the opponent may not move.

Time Mage must charge "Time" spell by standing still with hands prone for five beats, counting down out loud from five. Time: For five beats, Time Mage is a timekeeper and single-handedly controls the pace of the battle.

Ice Mage must charge "Freeze" spell by standing still with hands prone for five beats, counting down out loud from five. Freeze: Opposing team may not move their feet for five beats.

Puppet Mage must charge "Simon Says" spell by standing still with hands prone for five beats, counting down out loud from five. Simon Says: Target opponent must mimic Puppet Mage's movement.

Necromancer can tag an opponent to turn them into a zombie.

Zombie must stick arms straight out in front of them. Zombie can tag any part of an opponent's body to turn them into a zombie.

Any other ideas for classes?
Daniel Solis
Art Director by Day. Game Designer by Night.