Nope. You can augment only once with any one ability, but if you want to take the time during the contest to do nothing yourself for seven turns (augmenting others is always an unrelated action, HQ 80), you can augment your buddy with seven different abilities.
See the FAQ: " I have been reading through book for last two days, and while
I love the character creation methods and backgrounds and can only commend
you on it, I find some of the mechanics a bit 'clunky'. I only just got my
head around the 'mastery' notation (the cryptic nature of which however,
does appeal to me). In particular, I find it difficult to see the process by
which low level (non mastery) characters/groups can take on mastery level
characters or monsters, especially in combat: do you have a brief example of
how this might work?"
(http://www.glorantha.com/support/hq_faq.html#Core)
The real question is: "What are the opposition doing whileyou're pumping up your buddy?" If your group is just augmenting one guy, your opponents are either augmenting along with you (which can lead to some impressive pre-mastery-comparison figures that are collasped down to something reasonable) or they are busy wiping out your "support" people - who aren't contributing to the immediate fight.
Note that dumping all your magical augments on your buddy *before* a fight requires ritual preparation. Thats what rituals like "The Arming of Orlanth" are for.
And note that the abilities you are using have to reasonably be considered "ongoing" to last from round to round - "I chuck Javelins" is fine for one round, but if on your next round you declare "I cast a spell on him", I'd feel no compunction against removing the augment for Javelins, as it's not really reasonable to cast a spell *and* continue to chuck Javelins.
RR
C'est par mon ordre et pour le bien de l'Etat que le porteur du pr�sent a
fait ce qu'il a fait.
- Richelieu
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