anchor.diff:              ..scenes = <Scene>[new BeDistracted(session)] //order of scenes is order of priority
               ..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
  +            ..beurocraticBullshit = <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."]
  +
               ..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})
               ..makeCharming(100)
  
positive.code:             ..specibus = new Specibus("Giant Gear", ItemTraitFactory.BUST, [ ItemTraitFactory.METAL, ItemTraitFactory.BLUNT])
              ..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})
              ..makeCharming(100)
              ..makeCunning(100)
          );
          //YD	Healing	yogistic doctor, yelling doomsayer, yard dark	yahzerit dacnomaniac	Prospit
  
negative.code:             ..scenes = <Scene>[new BeDistracted(session)] //order of scenes is order of priority
              ..distractions = <String>["has the weird feeling that he should be more than this.","is treating random carapace patients.","is reading various medical texts."]
              ..specibus = new Specibus("Stethoscope", ItemTraitFactory.BUST, [ ItemTraitFactory.METAL, ItemTraitFactory.BLUNT])
              ..beurocraticBullshit = <String>["needs to make sure his medical license is up to date.","is filing for time off in six months."]
  
              ..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})
              ..makeCharming(100)
              ..makeCunning(100)
  