When waking up this computer blue wierd face characters appeared

I am running Ubuntu 18.04.3 LTS (GNU/Linux 4.15.0-62-generic i686) and each time the computer lid is closed it goes to sleep and then wakes the screen displays this and it is unresponsive.
I have since disabled the sleep function when the lid is closed and keep it logged in to stop it from coming unresponsive.
It is quite old hardware:

  • CPU: mobile AMD Athlon XP-M 2400+ @ 1.79126GHz
  • GPU: ProSavage8 KM266/KL266
  • RAM: 51MiB / 394MiB

It runs without a Desktop Environment in terminal mode most of the time. It has LXDE Desktop Environment installed (the hardware can’t handle any more intensive).
The problem I have is that I can’t put it to sleep so I either have to have it on (and it is quite loud) or off (it takes a few minutes to boot). I would love to be able to put it to sleep every so often.
I have super user privileges, current access (through ssh) and I know how to use the terminal quite well.

enter image description here Cropped image showing the faces here: enter image description here

How to create custom brute force dictionary with all digits 0000-9999 with characters before and after?

I want to mess around with some brute force stuff. I made a fake login and I want to see if I can create a dictionary that will brute force my own password using only a generic pattern. The pattern is (two random letters a-z) (random 4 digits) (00).

ex. ic204200

Crunch doesn’t seem doable, unless I was doing something wrong. Any help?

What spells allow character’s to see past events?


Background

The wizard in my campaign has a personal quest to stop the ‘dark magic’ that destroyed his home town. However his character knows very little of the details of exactly what happened. He was in the library studying (typical wizard things) during the event and only saw the aftermath. So during the campaign he has been seeking out places of magical learning that can help him learn what happened to his home.

As a source of information I came up with the idea of giving him some spell or ritual that he could use when he returned to his home town to gather information. I expect the party to be around 9th level when they gain this ritual. Ideally it would allow him to relieve the event as though he was there and gain first hand information. The event to be relived will be at least 3 years in the past by this time.

What I want

Ideally I am looking for a spell with the following criteria:

  • 4th or 5th level and on the wizard spell list
  • Has a high but achievable material component cost (~1000gp)
  • Casting time between 1 min and 8 hours
  • Allows the caster to relieve past events at their location

Close but not perfect

So far I have found three spells that fit some but not all of the criteria:

  • Ears of the City (Player Companion: Heroes of the Street)

    • As a 1st level I feel this too easy for a major plot point in this character’s story. I worry that is won’t feel like a proper achievement to gain this spell.
    • Spell relies on diplomacy/perception checks neither of which this player is strong in so could be unreliable.
  • Legend Lore (Core Rulebook pg.304)

    • Details are very vague for what the player is trying to obtain. I know this is almost entirely up to the DM and I can make it work but I’m not sure the information they are seek would be called “legendary”.
    • Resource expenditure is good, I would like this be something the players have to work/plan for.
    • As a 6th level it is higher level than would be available at the time. Though a scroll or something could easily bypass this.
  • Retrocognition (Occult Adventures pg.185)

    • This probably has the best flavour of what I am going for. Psychic impressions that go further back the longer you concentrate for is great.
    • As a 7th level spell is it beyond the reach of the party without giving them a scroll.
    • Caster level limitations in the spell will make it difficult to see back far enough. 1 hour/minute is very slow, even the 1 week/minute at 13th level would make this more useful but my players are unlikely to be that high when using this.

Question

Before I try to choose one of these spells, modify one or homebrew something entirely from scratch. I wanted to draw on the community wisdom for more information.

Are there any spells that allow a creature to see the past other than those I listed?

Answers don’t need to meet all of my criteria above anything that meets the general goal is useful inspiration. If someone does find the perfect spell I will probably bounty it for being awesome.

How to create a character with the best chance of successfully betraying three other player characters?

I am new to D&D. I played a few times when I was much younger, but have been reintroduced to the game by a group of friends. We get together weekly to play through a custom campaign our DM has worked up. In this campaign (and pretty much every game I play D&D or otherwise) I am playing a good character doing what’s right.

For Halloween our DM is cooking up a one shot campaign for a completely separate set of PCs than our normal party, set in a different world. I’d like to play against my normal type and play an evil character with the explicit intention of betraying the rest of the party at the end of the session.

I’ve already discussed the idea with our DM and he thinks it’d be fun to play through. He’s made sure that I understand that the likely hood of my character taking out the rest of the party is pretty low and the chances of my character dying are high. I’m okay with that and given that its a one shot I believe the other players will enjoy me playing against type.

Everyone in the party will be a 5th level character. The DM has given us a few clues as to the type of adventure we will be undertaking, but it boils down to a dungeon fetch quest with a big bad at the end.

Being new to D&D I am unsure of the type of character to build which would have the best chance of success of robbing / killing the other PCs at the end of the quest. I am thinking a lawful evil Drow (not wedded to this idea), but outside of that general outline am not sure what skills, spells, or stats to emphasize.

Obviously, taking the party by surprise as we defeat or just before defeating the big bad will be best bet, but how do I tip the odds even further in my favor:

  • Are there particular classes with a better chance to pull this off?
  • Would a different race be a better choice?
  • When rolling my character should I emphasize particular stats over others?
  • Cantrips or spells available to certain classes that make success more likely?
  • Are there feats which will give me a leg up?
  • Am I even thinking about this correctly or am I missing something I should be considering entirely?

Bottom line, how do I build a level 5 PC that has the best chance to survive betraying their own party of other level 5 characters?

The string literal is longer than 4000 characters

He exportado una base de datos a sql, cuando lo ejecuto en otro esquema me esta dando el error en el titulo. La tabla que tengo es :

PERSONA

ID  NUMBER(19,0) FILTER  LONG NAME    VARCHAR2(248CHAR) 

El insert que estoy intentando ejecutar es:

Insert into PERSONA (ID,FILTER,NAME)  values (930,'AQUI HAY UN TEXTO DE AL MENOS 30 000 CARACTERES', 'Test'); 

Cuando ejecuto me da el siguiente error:

Error SQL: ORA-01704: string literal too long 01704. 00000 -  "string literal too long" *Cause:    The string literal is longer than 4000 characters. *Action:   Use a string literal of at most 4000 characters.        Longer values may only be entered using bind variables. 

Si al exportar me ha dado la tabla y todo con sus correspondientes insert por qué no me deja si en la bbdd original esta dado de alta así

¿Cómo podría ejecutar ese insert?

Remove Duplicate Characters in a String

I have several yes/no fields that when a user selects one, it will populate a value in a secondary string field. I have another field which is concatenating these secondary fields together to form a string of selections.

For example:

enter image description here

In this case when a user Checks Options A and C, the string field concatenates all of the secondary fields and creates the value “Option A, , Option C”.

I’m trying to remove the extra comma and space so that looks cleaner. I’ll have scenarios where a user will only enter Option C so I don’t want “, , Option C”.

Is there anything that might help or is there a better solution? I don’t want to use a multi-select choice field as I have a few other things happening behind the scenes and multi-select has proven not to be a good option. I would prefer to keep this to InfoPath of SharePoint Designer workflow if possible.

Any tips for a girl trying to roleplay/voice guy characters?

I was curious how to voice my male NPCs. I don’t want to fill my world with female NPCs just because I can’t voice male characters. I want to get more into the roleplay aspect of the game, but my friends laugh anytime I try to do a guys voice. I want to make my characters unique as well, not just using the same tone and what not for everyone. Am I making too big a deal of this? Probably. I just want to know what other people have to say about this! 🙂

How does failing a Sense Motive check against a Bluff affect your character’s perception of the world?


There doesn’t seem to be a concrete explanation for what happens to your character if you fail a sense motive check against a bluff. I want to know the limits of failing a sense motive check, as well as the effect it has on your character and their mindset.

The wording of ‘Sense Motive’ is pretty straightforward:

A successful check lets you avoid being bluffed (see the Bluff skill). You can also use this skill to determine when “something is up” (that is, something odd is going on) or to assess someone’s trustworthiness. (Core Rules, p. 104)

The issue I’m having is that failing a sense motive check isn’t outlined in the skill itself. The closest I can find is in the ‘Bluff’ check description:

Bluff is an opposed skill check against your opponent’s Sense Motive skill. If you use Bluff to fool someone, with a successful check you convince your opponent that what you are saying is true. (Core Rules, p. 90)

Due to the way the game I’m in is structured, most of the people that we meet are either hostile to us, or at the very least don’t want us to succeed. Furthermore, most of the people we interact with have absurdly high bluff checks, to the point that I can’t recall any of us successfully detecting a lie with ‘sense motive’ (despite us being lied to nearly constantly).

For instance, we recently had an encounter with a devil who we were sure knew the whereabouts of a MacGuffin. We also knew that this devil had a history of tricking adventurers by giving them bad directions that sent them into ambushes. So, we talked to this devil, and sure enough he gave us directions to the MacGuffin. The interaction then went like this:

Devil – “Oh yes, I know where that is. You just need to take the Winding Road, and make a left at the big gnarled tree. No one uses that path, it’ll get you there safe and sound”

Fighter – “I don’t really believe this guy one bit. I’m rolling sense motive to see if he’s lying to us. I rolled a 29”

GM – “(rolls) You think he’s telling the truth”

Naturally, he wasn’t telling the truth, and we ended up getting ambushed.

The problem is that by deciding to roll a sense motive check, we basically forced ourselves to accept the results of the check instead of our own intuition. Since we know we have a good chance of failing the checks no matter how well we roll, it seems advantageous to us to make as few sense motive checks as possible. That way, at least we can have some chance of recognizing when we’re being lied to. In the example above, if we simply didn’t try to roll a sense motive, all of us would have been almost 100% sure the devil was sending us into an ambush, and we would have planned to go another way. However, since we tried to determine if it was a lie, we ended up failing the check and then believing that it was the truth, which put us in a much worse position than if we just hadn’t attempted to determine if it was a lie in the first place.

The Hunch option of Sense Motive seems like it tries to address situations similar to this:

This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another’s behavior that something is wrong, such as when you’re talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy. (Core Rules, p. 104)

Unfortunately in our game, I know that everyone we meet is not ‘trustworthy’, and that ‘something is up’ at all times. Knowing the devil isn’t trustworthy doesn’t give me anything useful; I know he’s untrustworthy, he’s a devil. However, sometimes you need to work with untrustworthy people, and in those times it’s important to be able to try to suss out what they’re being truthful about, and what they’re lying about. With Sense Motive the way it’s written, it seems like it’s better to not roll unless you’re almost 100% sure you’ll succeed, or else you’re going to be convinced that the lie is actually the truth, instead of just not being sure if you’re being lied to or not.

Is there anything official that deals with the limits of believing a lie? In my example, does failing a sense motive check mean you truly believe the devil is being honest, without a doubt? Does the failed check assuage any feelings of uncertainty you had about the situation? What should characters do when they’re pretty sure they’re being lied to, and they’re also pretty sure they’ll never be able to pass their sense motive checks?