anchor.diff:  	var/chance = 0
   	// If the high pop override is in effect, we reduce the impact of population on the antag injection chance
   	var/high_pop_factor = (mode.current_players[CURRENT_LIVING_PLAYERS].len >= GLOB.dynamic_high_pop_limit)
  -	var/max_pop_per_antag = max(5,15 - round(mode.threat_level/10) - round(mode.current_players[CURRENT_LIVING_PLAYERS].len/(high_pop_factor ? 10 : 5)))
  +	var/max_pop_per_antag = max(pop_antag_ratio,15 - round(mode.threat_level/10) - round(mode.current_players[CURRENT_LIVING_PLAYERS].len/(high_pop_factor ? 10 : 5)))
   	if (!mode.current_players[CURRENT_LIVING_ANTAGS].len)
   		chance += 80 // No antags at all? let's boost those odds!
   	else
  
positive.code: 	name = "Chaotic"
  	config_tag = "chaotic"
  	curve_centre = 10
  	desc = "Chaos: high. Variation: high. Likely antags: clock cult, revs, wizard."
  	property_weights = list("extended" = -1, "chaos" = 10)
  	weight = 1
  	event_frequency_lower = 2 MINUTES
  	event_frequency_upper = 10 MINUTES
  	flags = WAROPS_ALWAYS_ALLOWED
  	var/refund_cooldown = 0
  	
  /datum/dynamic_storyteller/cowabunga/get_midround_cooldown()
  
negative.code: /datum/dynamic_storyteller
  	var/name = "none" // Name for voting.
  	var/config_tag = null // Config tag for config weights.
  	var/desc = "A coder's idiocy." // Description for voting.
  	var/list/property_weights = list() // See below.
  	var/curve_centre = 0 // As GLOB.dynamic_curve_centre.
  	var/curve_width = 1.8 // As GLOB.dynamic_curve_width.
  	var/forced_threat_level = -1
  	/*
  		NO_ASSASSIN: Will not have permanent assassination targets.
  		WAROPS_ALWAYS_ALLOWED: Can always do warops, regardless of threat level.
  		USE_PREF_WEIGHTS: Will use peoples' preferences to change the threat centre.
  	*/
  	var/flags = 0
  	var/weight = 3 // Weights for randomly picking storyteller. Multiplied by score after voting.
  	var/event_frequency_lower = 6 MINUTES // How rare events will be, at least.
  	var/event_frequency_upper = 20 MINUTES // How rare events will be, at most.
  	var/pop_antag_ratio = 5 // How many non-antags there should be vs antags.
  	var/datum/game_mode/dynamic/mode = null // Cached as soon as it's made, by dynamic.
  
  /**
  Property weights are: 
  