Working on new fluent synatax for powers.
Modified default layout settings as preferred.
Got first version of fluent powers working.

- Added numerous classes, specifically Effect, EffectExpression,
  EffectComponent (and various types), Target and EffectConjunction.
- Currently only supports "And"ing EffectComponents together but that is
  all that is currently required.
- Most classes are in Powers/Fluent/Effect.cs and need to be split into
  different files. The Fluent namespace should also be removed.
Separated classes from Effect.cs to separate files.

- Considered combining the Powers.Fluent and Powers namespaces but decided
  to keep them separate for the moment until the fluent powers are closer
  to implemented. May want to move existing powers into a subnamespace
  since it might be a layer on top of the fluent layer.
Got the first two origin criticals working.

- Implemented the Giant origin critical and Empath origin criticals
  working in the new syntax.

Future work:
- Am yet to get a textual representation (e.g. ToString()) or intermediate
  version (used by a render so it can show powers, scores and the like
  with better formatting).
- May want to move some of the classes, particularly EffectComponents that
  may get numerous, to another namespace.
Moved EffectComponent extension methods down on level.

- Created EffectComponentTargetExtensioncs.cs and moved extension methods
  from individual classes into that one. Might separate them out but it
  avoids clutter in the namespace.
First pass at text versions of fluent effects working.

- Added EffectParser.cs and got a skeleton parser working. Still need to
  clean up the concatenation of text, leading upper case character and
  ending full stop (a.k.a. period).
- Expanding tests
Switched from nested Lists to a single add delegate.
Added code to clean up EffectParser results.

- No tests yet. Probably lots of bugs, too.
Renamed Fluent to Effects and added EffectParserHelper tests.

- Renamed the Fluent namespace and folder to Effects.
- Added TestEffectParserHelper.cs and its tests.
- Moved EffectSpan and EffectSpanType to their own files.
- Added Equals, IEquatable<EffectSpan>, ToString and GetHashCode for
  EffectSpan.
Added UsePowerEffect.
Parses UsePowerEffect correctly.

- Need to genericize parsing so new EffectComponents can be added outside
  this assembly and without access to EffectParser internals.
Moving parsing into effect components.

- Added IEffectParsable to standardize producing EffectSpan objects in
  EffectComponent objects.
- Reverted UsePowerEffect to the templated implementation. This moves
  error detection from runtime to compile time and is fewer lines of code.
Added GainBonusEffect. 5/10 criticals done.

- Renamed GrantsCombatAdvantageEffect to GrantCombatAdvantageEffect for
  consistency.
- Added GainBonusEffect and To, Until and UntilHelper classes.
- Fixed bug in Your where the wrong type was being returned.
- Added Cockroach critical effect test.

Future work:
- Add a ScoreType.TemporaryHitPoints and model it that way?
- Add a ScoreTypeHelper.ToString(ScoreType). Might already exist in the
  renderers somewhere.
Almost finished criticals.

- Renamed ImmoblizeEffect to ConditionEffect and added Condition enum.
- Added Until.Unspecified to handle the case of prone and modified
  UntilHelper.ToString() and its callers appropriately.
- Changed AddPeriod() to AddTrailingPeriod().
- Added HealHitPointsEffect, FlyEffect and ShiftEffect effect components.
- Added Where argument to EffectExpression.Creature.
- Added ScoreTypeHelper.ToString().
Finished last of the 10 critical effects.

- Renamed GainBonusEffect to GainModifierEffect.
- Added support for multiple scores and GainModifiers on Target.
- Added defenses (Fort, Ref, Will and AC) to Your as well as AllDefenses.

Future:
- Need to add some more testing since only integration testing has been
  done on classes in the Effects namespaces.
- Need to add critical effects to the origins and update the renderer to
  use them.
Implemented new critical syntax.

- Removed Conditionals from AttackPower (unnecessary for Gamma World).
- Changed CriticalHitBenefit on Origin from string to an EffectExpression.
- Changed CustomDocumentCharacterRenderer to render out the new synatx,
  including italicizing the power names.
- Renamed TestFluentPowers.cs to TestFluentCriticals.cs.
- Changed tests to load the criticals from the origins rather than hard
  coded tests.