Help with beginner setup using stereo sound system + notebook

Help with beginner setup using stereo sound system + notebook

Hello. Me and my friends usually come together and sing in our homes, but we usually borrow a setup. We have a birthday coming up in a month and I wanted to start gearing up my own little karaoke corner, but I'm not sure how.

I own this Samsung giga blast stereo system, it has one microphone entrance.

I also own a notebook (running debian 13) that I intend to connect to YouTube initially. Probably plugged on the TV for a bigger screen.

I'm looking to buy a microphone. But I'm also looking for tips on improving it on a budget. Specially a way to connect an extra microphone.

Is there something I'm missing? What should be my priorities for a fun low cost family gathering party?

I appreciate any help.

u/DareDevilino — 2 days ago

A theory on the relationship of 4th prince, morena and the spiders

I'm here to make huge claims with no arguments to back it up whatsoever. My sources are nothing but unhinged imagination and tinfoil feelings.

chapter 404 - It is revealed that the funeral of 9th Prince starts at floor 3.

chapter 406 - Chrollo is looking for someone specific, but we don't know what he is imputing on the search phone. I'm assuming he is looking for someone capable of getting him what he wants - New members. and he gets the answer that the person is one level above him.

chapter 407 - cuts directly do Morena, foreshadowing what I already know in my head. Chrollo somehow is looking for her or Terror sandwich. In that same chapter it's revealed that she lives in a bubble constructed between floor 3 and 2.

Also, Phinks and Feitan are heading to meet Morena.

Throughout a series of convoluted exchanges, I believe the phantom troupe will negotiate with her the help in stealing of the royal regalia and the direct contact between the mafia and the 4th prince will create and alliance where Tserriendnich will join the spiders. Tserr will prefer to see kakin ruined for fun.

That's my guessess. Also obviously Hisoka and the protagonists are joining forces again to beat the troupe and the prince.

u/DareDevilino — 6 days ago
▲ 19 r/gurps

My Hunter X Hunter nen hack using gurps 4e part 1

hello. I'm the GM at a table of hxh for about 6 years now, and I wanted to share my rules for it. I made two versions, one is crunchy and long tested, the other is simpler, but not as tested, it's a recent change at the table. I'll be posting the first version first. I apologize for the lack of formatting (typing on the phone) and the names of some characteristics might be roughly translated, as I very rarely use the English version of 4ed. I promised to share this months ago in this sub, I might make a more edited and more readable publication in the future. I'm open to discussion and feel free to ask questions, as I said, we have been playing this for many years, if you can think of a problem, we probably ran into it. I gave to my players an in depth description of everything, this is more of an overview, but I'll be talking more details when I have the time.

Basic NEN V1.0

- A new attribute: NEN reserve. it starts as the sum of all your 4 basics attributes (around 40). It costs 1 character point to increase.

- A New skill: Aura Flow Will/easy. used for most stuff.

- A new mechanic: Aura allocation. You can invest aura as if it were character points for buying ST and DX temporarilly for their usual price. The damage reduction (ten) is free, automatic, flexible and ablative.

Your Skill level with aura flow represents how much in % you can output of your reserve. So a character with 40 nen and 15 Skill can use up to 6 points at a given time. You can go up, but you receive a -1 on your flow checks for each +1% you are using.

You don't expend that Nen. You pay an upkeep of 10% you current aura. Going above your cap requires a check for every change in your aura scheme, this means you might fail if you go to high above your limit, the failure margin adds to the upkeep in 10%. (So failing by -5, means you loose 60% of your current invested REN.)

When are we rolling and paying upkeep? When something breaks your concentration, when you are making big changes (above your skill level), when using hatsu, every 10 seconds of intense actions, minutes of less intense moments, when the gm feels like your concentration could be challenged or the use would strain your vitality.

This output zone where your aura is invested is nicknamed REN in our table. You never use nen directly from your reserves, you always need to bring it out into your REN zone, declaring your intended use for it.

Keep in mind it's very important in this system that you don't ask for too many skill checks and upkeeps. The challenge of this system is to balance offence, defence, hatsu use and the longevity of your aura. You really only ever run out of aura if you are going crazy above your skill level and failing too many control checks. The catch is how many stuff can you do in a short time, and how do you adapt your strategy mid battle.

At the beginning, most players bursted out all their aura in the first rounds. But as fights and situations started getting complex, this strategy quickly turned against them, and they naturally started planning more and kiting the enemies. Aura output is a much more fun resource to manage than aura reserves alone.

- Gyo/Ko/Ryu/Ken

Multiply NEN invested in single body parts by 4 if it's a hand or smaller, by 3 if a member or 2 if two members.

Our example of someone with a maximum 6 in REN, it's not enough to protect against bigger attacks on the whole body, but 6 aura becomes 24 points if focused on the hand.

Gyo needs 3 aura for the eyes (see the invisible [15] divided by 5, a special assumption because the eye is so tiny as to multiply aura by 5, and gyo is so vital to the battle). I allow creative uses like enhanced movement [20] on legs costing 10 points and etc...

Moving aura from one place/function to another takes a penalty equals the total amount moved this turn.

Each second of concentration gives +3bonus on the test, but you cannot get a bigger bonus than your skill level.

With those rules the players come up with their own interpretation of the mentioned techniques: Moving aura quickly between attacks ? Ryu. Focusing on your striker arm? Ko. All out defence with all my aura out as DR? Ken.

-- Special home rule: sloppy defence.

You get a +3 bonus in an parry or dodge, even at a success you take damage, but you may choose the part of your body to take the damage.

This added a lot of cool anime moments of character pulling all their aura to block an incoming fatal attack and being nockedback a couple of meters behind, revealing a broken arm under the cloud of smoke.

- En, Zetsu and In

Special versions of Dectect, camouflage and rapid recovery

HATSU

This was tricky. Nen feels already very gurpsy, so you think the jump would be seamless, and it really was. But I did some special rules for advantage buying.

Hatsus are a group of advantages you buy and slaps the hatsu modifier (like magic or psionic), and that assumes the price for all the special ways that hatsu works, like needing nen, being cancelled by zetsu, etc...

- the affiliation chart:

Your nen category gives you a -100% modifier on advantages of your type (Remember limitations can't go below -80% of the og price, so the extra -20% is an incentive for players to pick enhancements for it.)

The adjacent categories give you a -50% mod.

The almost opposite ones give you a +50% mod.

The polar opposite gives you +100% mod.

But what makes an advantage emission or manipulation? Well, the gm is the final judge, but if it has the ranged or distance, it's emission, mostly. If it is materialization, give it the object acess limitation (last ones in the book). If it increases physical capabilities, it's probably enhancement. Talk it out with the player.

If it uses more than one category, use the average.

This is a roleplay rule also, the player needs to get into the mindset of an transmuter when making his hatsu, pick to many characteristics of the opposite category and you are automatically in a disadvantage. the +100% price tag will impose you a point tax, a longer learning time, or the need for crippling limitations in order to compete with someone that just went nuts with their -100% natural gift.

What about specialists? Do whatever. We don't pick nen category in our table, we roll the dice during the ritual, no one ever got specialist, but I would just ignore those rules, they get no bonus or penalties and can use whatever advantage combinations.

Keep in mind you need to keep the final point cost of the skill relatively small, because that will need to fit into your REN for you to use. A professional hunter might have 80 nen reserve and 20 skill level of aura flow, so 20 points in an advantage would make a professional stress his aura output in other to "equip" it. It only adds 2 to his nen cost upkeep if he passes the skill check, but if he needs to use TEN or normal REN enhancements during the fight, they would start risking losing the smooth aura control, as the stress leaks clumsy aura during failed rolls.

Overall roleplay vibe

The system is too complex and doesn't make sense. But it gives what we wanted, the emulated vibes of HXH. The day to day play of the game is thinking, using tactical use of the powers and of everything in the universe. My players went nuts, they be doing goofy travel stuff and the moment they set on a battle they all receive the ghost of sun tzu. Nen battles are just too dangerous, they analyse every nook of an enemy behaviour to get an insight of their powers, their aura limits, their tactics, they plan like crazy, they hide the conditions of their hatsus and use their resources with unparalleled strategic depth. We also do occasional heavens arena fights, so they can have fun with pvp, and again, every battle is 4d chess with nen powers. This set of organic rules gives a lot of room for them to improvise, exploring the nen system is pretty fun.

I started it in 2019 with a different group of players, and changed a couple of times due to life reasons, but 90% of people enjoyed it. Even a bunch of people that didn't even knew the universe before joining the table.

One tip: I used a libre office calc sheet that did the % calculations on the fly for each player reserve, current output and upkeep.

I only made a V2 because I've come up with a more elegant design using the extra effort rules, and we got in a point of the story (TPK) that was appropriate for a rework. Also TEN is overpowered as you can deplete your aura defensively, we eventually adapted our tactics to punish defensive players, but the second system corrects that imbalance. I'll be posting about that new version soon.

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u/DareDevilino — 9 days ago
▲ 6 r/debian

Dvd(usb-pendrive) install only starts grub and not the graphical install

Hello. I'm trying to install debian 13 stable amd64 dvd iso using a bootable memory stick on my notebook, but the graphical installer is not showing, instead it opens a terminal of grub (saying minimal bash-like line editing is supported). I don't know what to do from here to fix it, or to follow the installation.

I've installed debian many times before in other machines and never had this problem. I would appreciate any help.

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u/DareDevilino — 14 days ago

Shinobido way of the ninja is pretty good.

The game has aged surprisingly well, and it is still worth playing.

It is short, and with limited replay value (the new game+ has some new options and content, but not that relevant in my opinion). It was branded somewhat as "we have tenchu at home", but i think this is very unfair. The game has a level of polish and finesse that is pretty uncommon. The gameplay is deeper than it was necessary, but never overwhelming, the controls feel great, the story is mercifully self-contained, some characters are endearing, you have a lot of margin for stealth tactics, and the mechanics are reliable enough for you to improvise. The game sustains an immersive yet gamy feel that some gems of the ps2 era achieved and I find it sadly rare.

Great experience overall.

When I was younger i only managed to complete the game using the infinite alchemy sploit, I wasn't fluent in English and couldn't understand the alchemy system completely. I replayed it this year using alchemy honestly, and it is surprisingly fun. Easy enough to learn, complex enough to master. My only criticism is that we don't get enough ingredients and money as fast as needed for you to steadily learn it. The levels get increasingly hard, and the game gives you a hard time without alchemy items faster than you can keep up. As you go developing your alchemy and clearing the harder missions, I often go bankrupt for some time. Also the hideout invasions are very annoying and hard. To the point where it looks like the alchemy sploits were meant to be used at late game.

I have played very little of the tenchu series, but they never strike me as this good, I might give it a chance again to compare it. I'm aware it was made from the same team. I tried a lot to play the way of the samurai, also from the same devs but i just can't enjoy it at all.

Have you played Shinobido? What are your thoughts on it?

u/DareDevilino — 3 months ago