====== Stack ======
A [[:Mechanic:General:Stack|Stack]] or [[:Mechanic:General:Stack|Stacking]] is a mechanical term. It refers to multiple instances of the same or similar effects combining together. If two effects can [[:Mechanic:General:Stack|Stack]], you gain the benefits of both. Whereas, if something does not [[:Mechanic:General:Stack|Stack]], you gain the benefits of only one effect, not both. The [[:Mechanic:General:Player:Active Player]] chooses which of these effects apply.\\
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All effects [[:Mechanic:General:Stack|Stack]] unless they share the [[:Universal Rule:Abilities Of The Same Name Don't Stack|Same Name]] or the effect specifies otherwise.\\
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**Please Note**: An [[:Item|Item's]] name is the name of its effect.
**Example 1**: Orik Blastshield the [[:Character:Race:Dwarf]] gains 2 [[:Mechanic:Rating:Armour]] due to their racial [[:Ability]] [[:Character:Race:Dwarf#Stonekin]]. Orik also has a set of [[:Item:Apparel:Medium Combat Armour]] [[:Item:General:Equipped]] that gains them an additional 4 [[:Mechanic:Rating:Armour]]. Since both effects have different names they can [[:Mechanic:General:Stack|Stack]], giving Orik a total of 6 [[:Mechanic:Rating:Armour]].
**Example 2**: Orik has recently spent some [[:Character:General:Rank:Experience]] and gained the [[:Ability:Trait:Sturdy]] [[:Ability]] from the [Meat] [[:Mastery]]. The [[:Ability:Trait:Sturdy]] [[:Ability]] [[:Mechanic:Conflict:Injury:Uprading Injury#Downgrading Injury|Downgrades]] [[:Mechanic:Conflict:Injury]] [[:Mechanic:Roll:Test|Tests]] they generate once. Since Orik is a [[:Character:Race:Dwarf]] they also gain the [[:Ability:Trait:Sturdy]] [[:Ability]] from their racial [[:Ability:Trait]] [[:Character:Race:Dwarf#Stonekin]]. Given [[:Ability:Trait:Sturdy]] has the same name as [[:Ability:Trait:Sturdy]] they do not [[:Mechanic:General:Stack|Stack]] and Orik would only [[:Mechanic:Conflict:Injury:Uprading Injury#Downgrading Injury|Downgrade]] their [[:Mechanic:Conflict:Injury]] [[:Mechanic:Roll:Test|Tests]] once and not twice.
**Example 3**: Orik has been [[:Mechanic:Roll:Attack|Attacked]]. The attacker has rolled a [[:Mechanic:Roll:Dice Pool:Total]] of 25 against Orik's 20 [[:Mechanic:Rating:Defence]] making the [[:Mechanic:Roll:Attack]] [[:Mechanic:Outcome:Success|Successful]]. Orik then uses a [[:Ability:Action:Quick Action]] to perform the [[:Ability:General Ability:Dodge]] [[:Ability:Action]]. This gives them +3 [[:Mechanic:Rating:Defence]] for a total of 23 against the pending [[:Mechanic:Roll:Attack]]. 23 [[:Mechanic:Rating:Defence]] would not be enough to make the [[:Mechanic:Roll:Attack]] [[:Mechanic:Outcome:Failure|Fail]]. Orik then uses their last [[:Mechanic:Rating:Quick Action Points|Quick Action Point]] to perform the [[:Ability:General Ability:Dodge]] [[:Ability:Action]] again. Since [[:Ability:General Ability:Dodge]] has the same name as [[:Ability:General Ability:Dodge]] they do not [[:Mechanic:General:Stack|Stack]] and Orik gains no additional benefit. Orik's [[:Mechanic:Rating:Defence]] remains at a total of 23, leaving the greater [[:Mechanic:Roll:Attack]] [[:Mechanic:Roll:Dice Pool:Total]] of 25 to be [[:Mechanic:Outcome:Success|Successful]].
//**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.