anchor.diff:  				else if(!H.stat)
   					if(H.getBrainLoss() >= 100)
   						H.Paralyse(5)
  -						H << "<span class='sevtug'>[text2ratvar(pick(convert_messages))]</span>"
  +						H << "<span class='sevtug'>(pick(convert_messages))</span>"
   					else
   						H.adjustBrainLoss(100)
   						H.visible_message("<span class='warning'>[H] reaches out and touches [src].</span>", "<span class='sevtug'>You touch [src] involuntarily.</span>")
  
positive.code: 	break_message = "<span class='warning'>The obelisk falls to the ground, undamaged!</span>"
  	debris = list(/obj/item/clockwork/alloy_shards/small = 3, \
  	/obj/item/clockwork/component/hierophant_ansible/obelisk = 1)
  	var/hierophant_cost = 50 //how much it costs to broadcast with large text
  	var/gateway_cost = 2000 //how much it costs to open a gateway
  	var/gateway_active = FALSE
  
  
negative.code: 				var/targethallu = H.hallucination
  				var/targetdruggy = H.druggy
  				if(distance >= 4 && prob(falloff_distance))
  					H << "<span class='sevtug_small'>(pick(mania_messages))</span>"
  				H.playsound_local(T, hum, sound_distance, 1)
  				switch(distance)
  					if(2 to 3)
  						if(prob(falloff_distance))
  							if(prob(falloff_distance))
  								H << "<span class='sevtug_small'>(pick(mania_messages))</span>"
  							else
  								H << "<span class='sevtug'>(pick(compel_messages))</span>"
  						if(targetbrainloss <= 50)
  							H.adjustBrainLoss(50 - targetbrainloss) //got too close had brain eaten
  						if(targetdruggy <= 100)
  