anchor.diff:              ..distractions = <String>["is teaching everyone who will listen the rules of Magic, which is a totally real thing.","is performing stage magic for a crowd.","is teaching simple magic to onlookers."]
               ..sideLoyalty = 10
               ..bureaucraticBullshit = <String>["wants to get a permit to put on a magic show.","needs to pay a fine for a public disturbance claiming magic was real.","needs to update their magic license."]
  +            ..sylladex.add(new Item("Magical Textbook",<ItemTrait>[ItemTraitFactory.LEGENDARY, ItemTraitFactory.MAGICAL, ItemTraitFactory.BOOK]))
   
               ..specibus = new Specibus("Magic Wand", ItemTraitFactory.STICK, [ ItemTraitFactory.BLUNT, ItemTraitFactory.WOOD])
               ..stats.setMap(<Stat, num>{Stats.MIN_LUCK: -10, Stats.MAX_LUCK: 10, Stats.SANITY: 10, Stats.HEALTH: 10, Stats.FREE_WILL: 0, Stats.POWER: 10})
  
positive.code:             ..stats.setMap(<Stat, num>{Stats.MOBILITY: 500,Stats.MIN_LUCK: -10, Stats.MAX_LUCK: 10, Stats.SANITY: 10, Stats.HEALTH: 10, Stats.FREE_WILL: 0, Stats.POWER: 10})
              ..makeCharming(100)
              ..bureaucraticBullshit = <String>["needs to pick up a package that's in lockup.","has to deliver a small package to the Archagrent.","wants to pick up some mail to deliver."]
  
              ..makeLucky(100)
              ..sideLoyalty = 10
  
negative.code:         randomDersites.add(new Carapace(null, session,Carapace.DERSE, firstNames: <String>["Silicon","Sparky","Saddened"], lastNames: <String>["Illuminator","Inventress","Introvert"], ringFirstNames: <String>["Silent"], ringLastNames: <String>["Inversion"])
              ..scenes = <Scene>[new RedMiles(session),new BeDistracted(session)] //order of scenes is order of priority
              ..distractions = <String>["is scribbling blueprints for a bronze automaton powered by Aether.","is cosplaying various gaslamp fantasy outfits.","has passed out after spending way too long up inventing things."]
              ..sylladex.add(new Item("Glowing Crysal",<ItemTrait>[ItemTraitFactory.LEGENDARY, ItemTraitFactory.FAE]))
  
              ..specibus = new Specibus("Spark Rifle", ItemTraitFactory.RIFLE, [ ItemTraitFactory.ZAP, ItemTraitFactory.SHOOTY, ItemTraitFactory.POINTY])
              ..stats.setMap(<Stat, num>{Stats.MIN_LUCK: -10, Stats.MAX_LUCK: 10, Stats.SANITY: -500, Stats.HEALTH: 10, Stats.FREE_WILL: 0, Stats.POWER: 10})
              ..makeCunning(100)
  