anchor.diff:              ..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})
               ..bureaucraticBullshit = <String>["needs to pay a fine after that debacle with the Pastries of Love.","is dropping off a cake topped with Scottie Dogs."]
               ..makeCharming(100)
  +            ..sylladex.add(new Item("Holy Pastry",<ItemTrait>[ItemTraitFactory.LEGENDARY, ItemTraitFactory.EDIBLE, ItemTraitFactory.MAGICAL]))
  +
               ..makeLucky(100)
               ..royaltyOpinion = 1000
           );
  
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)
  