====== Stack ======
A [[:Game Mechanics:Definitions:Stack#Stack]] or [[:Game Mechanics:Definitions:Stack#Stack|Stacking]] is a mechanical term. It refers to multiple instances of the same or similar effects combining together. If two effects can [[:Game Mechanics:Definitions:Stack#Stack]], you gain the benefits of both. Whereas, if something does not [[:Game Mechanics:Definitions:Stack#Stack]], you gain the benefits of only one effect, not both. The [Active Player] chooses which of these effects apply.\\
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All effects [[:Game Mechanics:Definitions:Stack#Stack]] unless they share the same name or the effect specifies otherwise.\\
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**Note**: An [[:Items|Item's]] name is the name of its effect.\\
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**Example 1**: Orik Blastshield the [[:Races:Dwarf]] gains 2 [[:Ratings:Armour]] due to their racial [[:Game_Mechanics:Definitions:Ability]] [[:Races:Dwarf#Stoneskin]]. Orik also has a set of [[:Items:Apparel:Medium Combat Armour]] [[:Game_Mechanics:Definitions:Equipped]] that gains them an additional 4 [[:Ratings:Armour]]. Since both effects have different names they can [[:Game Mechanics:Definitions:Stack#Stack]], giving Orik a total of 6 [[:Ratings:Armour]].\\
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**Example 2**: Orik has recently spent some [Experience] and gained the [Sturdy] [[:Game_Mechanics:Definitions:Ability]] from the [Meat] [Mastery]. The [Sturdy] [[:Game_Mechanics:Definitions:Ability]] gives Orik -5 to the [[:Game Mechanics:Dice Pool:Total]] of [[:Game_Mechanics:Injuries|Injury]] [Tests] they generate. Since Orik is a [[:Races:Dwarf]] they also gain the [Sturdy] [[:Game_Mechanics:Definitions:Ability]] from their racial [[:Game_Mechanics:Definitions:Ability]] [[:Races:Dwarf#Stoneskin]]. Given [Sturdy] has the same name as [Sturdy] they do not [[:Game Mechanics:Definitions:Stack#Stack]].\\
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**Example 3**: Orik has been [[:Game_Mechanics:Attacks|Attacked]]. The attacker has rolled a [[:Game Mechanics:Dice Pool:Total]] of 25 against Orik's 20 [[:Ratings:Defence]] making the [[:Game_Mechanics:Attacks|Attack]] [[:Game_Mechanics:Success and Failure:Success|Successful]]. Orik then uses a [[:Game Mechanics:Actions:Quick Action]] to perform the [[:Base Actions:Dodge]] [[:Game Mechanics:Actions:Action]]. This gives them +3 [[:Ratings:Defence]] for a total of 23 against the pending [[:Game_Mechanics:Attacks|Attack]]. 23 [[:Ratings:Defence]] would not be enough to make the [[:Game_Mechanics:Attacks|Attack]] [[:Game_Mechanics:Success and Failure:Failure|Unsuccessful]]. Orik then uses their last [[:Ratings:Quick Action Points|Quick Action Point]] to perform the [[:Base Actions:Dodge]] [[:Game Mechanics:Actions:Action]] again. Since [[:Base Actions:Dodge]] has the same name as [[:Base Actions:Dodge]] they do not [[:Game Mechanics:Definitions:Stack#Stack]] and Orik gains no additional benefit. Orik's [[:Ratings:Defence]] remains at a total of 23, leaving the greater [[:Game_Mechanics:Attacks|Attack]] [[:Game Mechanics:Dice Pool:Total]] of 25 to be [[:Game_Mechanics:Success and Failure:Success|Successful]].\\
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//**Wuntch's Whatever**// \\
While it is intended that most of the math in Meat Space and by extension, stacking, is done additively, there's some edge cases like mixing bartering and the Signature Range Ability where percentages make it a bit funky. You may need to have a discussion to decide what makes the most sense at the time. I'd recommend taking cases like this step by step to make life easier, just apply the signature range as per the rules, and then apply anything else one at a time. So long as everyone is happy with the outcome, whatever you decide to do will be chill.