The Super Hack RPGNOW2
The Super Hack RPGNOW2
SUPER
HACK
by
-1-
by David Black
An ‘OSR’ First Edition Hack
into the world of the Superhero
- developed by -
SIMON BURLEY
DAVID BLACK
THANKS TO
In no particular order – David Black (Author: The Black Hack), Paul Baldowski
(Author: The Cthulhu Hack), John R. Davis (Author: The Jack Hack, The Hex
Hack and The Penny Black), Matt West, Stan Lee
everyone that playtested these rules for me
the wonderful organisers of UK RPG Conventions
and my terrific wife - Carol
This edition
– text and layout –
Copyright © Simon Burley
January 2017
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WHAT’S THIS?
The Super Hack (TSH) is a traditional tabletop roleplaying game,
played with paper, pencils and dice. It uses The Black Hack (which
is based on that Original 1970s Fantasy Roleplaying Game) as a base.
But it adds and takes away elements to let you run Superhero games
in the style of those games.
ROLLING STATS
Stats are generated with 3d6 in the following order Strength (STR),
Dexterity (DEX), Constitution (CON), Intelligence (INT),
Perception (PER), Charisma (CHA). If a stat of 15+ is rolled the next
must be rolled with 2d6 + 2, then continue with 3d6 until the end or
another 15+ is rolled. Once all stats are generated 2 may be swapped
around.
CHOOSE A CLASS
There are 4 choices: Brick, Blaster, Crimefighter or Unique.
Your class determines how much damage you do, your Hit Points
and your unique superpowers and abilities.
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SUPERPOWERS
Every character starts the game with a number of Superpowers.
Some will be determined by your choice of class, others can be freely
chosen – within the limits of that class.
SECRET IDENTITY
Every new character starts with a secret identity. You must state what
job or role your character fulfils in that non-Superhero identity. You
must list 3 ordinary skills related to that job/role. Rolls to use that
skill will be made at Advantage.
EQUIPMENT
Every new character starts with 2 items of equipment. These may be
freely chosen to match their Superpowers. Examples are given on the
facing page, but you can choose other common items instead if it is
appropriate for your character.
PROTECTION POINTS
Protection by reduces all incoming damage. It will reduce damage by
a limited amount, depending upon the character’s class. Protection
Points are regained after a character rests. Once the player or
opponent has used protection to absorb its maximum amount, they
are too tired or wounded to make effective use of it again - they then
begin taking full damage.
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Villains and other adversaries have 1 point of protection for every
HD above 1, to figure this out quickly, simply -1 from their HD.
ITEM OF APPROPRIATE
NOTES
EQUIPMENT SUPERPOWERS
Allows a PER roll to
Bug - listen in on bugged
areas. Usage Die d8
Saves constantly
explaining to the GM
Computer
Information where you’re getting
(Crystal ball etc.)
your information from.
Usage Die d10.
Chameleon, Growth,
Invisibility, Costume changes with
Custom costume
Shapechange, Shrink, power use.
Statechange, Teleport
Cures 1d4 fresh Hit
Points damage (or 1d6 in
First Aid Kit - the hands of a skilled
Medical Practitioner)
Usage Die d8
Obviates the need for
Gas Mask - CON saves versus Gas
Attacks. Usage Die d8.
Removes any penalties
IR Sight Marksmanship (only)
due to darkness.
Allows attacks to be
Knuckledusters
Martial Arts freely made against hard
(Nunchuks etc.)
or inorganic targets.
Allows movement to Far
Line slinger Acrobatics
Away areas
Obviates the need for
Oxygen Mask Flight CON saves at high
altitude. Usage Die d6.
Allows free
Radio communicator - communication between
team-mates.
PER roll to locate an out
Tracker/Tracer Hypersenses of sight target which is
“tagged”. Usage Die d8.
Allows free movement to Far Away areas. A flying
vehicle counts as two items. The vehicle may NOT
Vehicle
be used in combat in any way unless defined as part
of a Superpower in their rationale. Usage Die d10.
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PROFICIENCY
Characters must be proficient in the equipment they use. If a
character attempts to use equipment or wear protection that is
inappropriate for their character, class, powers and/or rationale, they
will receive a penalty.
ATTRIBUTE SAVES
The Super Hack asks the player to roll attribute tests when any
superpower, trap or effect would impact them - using the below as a
guide.
GMs can apply modifiers to a die roll to reflect how task difficulty.
Positive modifiers indicate a task is difficult to achieve.
-4-
USAGE DICE
Most Superpowers and some items listed in the equipment section
have a Usage Die. An item like this is considered a consumable,
limited use item. A character can only carry one of this type of item
at any given time.
PLAYERS TURN
During a player’s turn a character may move and perform an action.
They could attack, look for a clue, talk with an NPC, use a Super-
power - interacting with the world is an action. Often they will test
their attributes to determine the outcome.
Pages are used during combat and fast paced scenes of danger and
Chapters are used when exploring and adventuring.
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MOVEMENT & DISTANCE
Rather than track precise numbers, TSH uses 4 abstract ranges for
measuring distances. Close, Nearby, Far-Away and Distant.
Attack can be made at Targets which are Far Away but these are
made at Disadvantage.
INITIATIVE
When combat breaks out, everyone must be sorted into an order so
they each get to act and react in turn. Every character tests their
DEX, those that succeed, take their turn before their opponents.
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ATTACKING, DEFENDING & DAMAGE
When a character attacks a creature they must roll below their STR
stat for a Melee Attack or DEX for a Ranged Attack.
OPPONENT
DAMAGE
HD
1 d4 (2)
2 d6 (3)
3 2d4 (4)
4 d10 (5)
5 d12 (6)
6 d6 + d8 (7)
7 2d8 (8)
8 3d6 (9)
9 2d10 (10)
10 d10 + d12 (11)
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DOUBLE FISTED ATTACKS
If it is appropriate, the character can make a more deadly attack by
simply adding +2 to all dice rolled for that attack. They deal
additional damage, but are also harder to hit with.
CRITICAL DAMAGE
If a player making an attack rolls a 1, they double the result of the
damage dice they roll. If they roll a 20 when avoiding an attack, they
take double damage. Protection Points are used normally.
POWERFUL OPPONENTS
HD represents a villain's level and the number of d8 rolled to
determine their HP.
For every HD above the character’s level, add +1 to every roll the
player makes for any attribute test that would determine the outcome
of a conflict between them and an NPC.
A level 3 Hero defending against a HD 5 Villain’s attack
would add +2 to their roll.
ROLL REACTION
1 Flee then roll again.
2 Avoid the characters entirely.
3 Trade with characters.
4 Give the characters aid.
5 Mistake the characters for friends.
6 Trick the characters.
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INCAPACITY & DYING
When a character is reduced to zero Hit Points (HP) they are taken
Out of Action (OofA), they are unconscious and cannot make any
actions.
OUT OF ACTION
1 KO’d - Just knocked out.
2 Rip – Cosmetic damage to costume.
Fat Head- Disadvantage on all tests for
3
the next hour
Pulled Muscles - STR, DEX and
4
CON are temp.-1 for the next hour.
Cracked Bones - STR, DEX and CON
5
are temp.-2 for a day.
This is Serious – roll on the table
6
below
THIS IS SERIOUS
Cracked ribs CON is temp.-2 for the
1
next 6 weeks.
Broken Bones STR, and DEX are
2
temp.-2 for the next 6 weeks.
Broken Spirit INT, PER or CHA is
3
permanently reduced by 2
Crippled STR or DEX is permanently
4
reduced by 2
5 Disfigured CHA reduced to 4.
6 Dead Not alive anymore.
If the characters lose the fight or their team-mates are unable to recover the body of
a team-mate, they will be placed in an inescapable death trap and suffer the
villain’s gloating!
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HEALING
Characters can regain Hit Points from Resting, First Aid,
Superpowers or Abilities.
They can never gain more than their maximum - and can never go
below zero either.
When healing a character who is OofA – and the combat isn’t over -
just start at zero and count up. That character is now back on their
feet and no longer OofA. Still roll on the table, though.
FIRST AID
This is applied as soon as possible after damage is taken. It requires
an INT save and a First Aid kit. Only one attempt can be used on
any set of damage, just after it is taken.
RESTING
Immediately after a battle, the characters can rest. This takes until the
end of the current chapter. When characters rest, they regain the use
of all their Protection points.
Also once per day, after resting, they may roll a Hit Die associated
with their class and regain that many HP.
They may also increase the Usage Die of any partially drained
Superpower by one increment.
CHARACTER CLASS
The next four pages give a selection of character classes from which
the players may choose freely. No character class has a specific
physical description. They can each be described in lots of different
ways.
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THE BRICK
Starting HP: d10 + 4
HP Per Level/Resting: 1d10
Attack Damage: 1d8 / 1d6 in Secret Identity
Base Protection: 8 / 4 in secret identity
SUPERPOWERS
The Brick starts with the following powers at Grade 1:
They may choose or roll for one other power at Usage Die d6 or
increase the Grade of Strength or Protection to Grade 2.
SPECIAL FEATURES
Once per hour, whilst in combat, a Brick can regain d8 lost HP.
Once per adventure, if a Brick fails a STR test and would be dealt
damage from an attack, they can opt to sunder (destroy) an object
they are carrying and ignore the damage.
LEVELING UP
Roll to see if attributes increase, roll twice for STR.
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THE BLASTER
Starting HP: d8 + 4
HP Per Level/Resting: 1d8
Attack Damage : 1d6/1d4 in secret identity
Base Protection: 6 / 2 in secret identity
SUPERPOWERS
The Blaster starts with the following powers at Grade 1:
They may choose or roll for two other power(s), at Usage Die d6, or
add up to two Grades between Blast and Protection.
SPECIAL FEATURES
Roll with Advantage when testing to avoid damage from Ranged
attacks.
As part of their action The Blaster can choose make 1 attack per level
at their base (d6) damage.
LEVELING UP
Roll to see if attributes increase, roll twice for DEX.
The Blaster is the long-range character in the team. They can be rationalised to
fire any one of a variety of energy blasts, with their protection often being from force
fields or the like. They could just as easily be an ex-special forces marksman,
however, with a sniper rifle and flak jacket.
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THE CRIMEFIGHTER
Starting HP: d8 + 4
HP Per Level/Resting: 1d8
Attack Damage : 1d6/1d4 in secret identity
Base Protection: 6 / 2 in secret identity
SUPERPOWERS
The Crimefighter starts with the following powers at Grade 1:
They may choose or roll for two other power(s), at Usage Die d6 or
add up to two Grades between Martial Arts and Acrobatics.
SPECIAL FEATURES
Roll with Advantage when testing PER to solve crimes.
Rolls with Advantage when making a surprise attack deals 2d6 / 2d4
+ the Crimefighter's level damage.
LEVELING UP
Roll to see if attributes increase, roll twice for DEX or PER.
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THE UNIQUE
Starting HP: d6 + 4
HP Per Level/Resting: 1d6
Attack Damage: 1d6 / 1d4 in Secret Identity
Base Protection: 4 / 4 in secret identity
SUPERPOWERS
They may roll for or choose any 5 powers at Usage Die d6. At any stage of the
character creation process, instead of choosing or rolling for another power they
may increase the Grade or Usage Die increment of a power already possessed by
one.
SPECIAL FEATURES
The Unique may choose to specify 4 non-combat related saves which
they roll for at advantage.
LEVELING UP
Roll to see if attributes increase, roll twice for any one attribute of the
player’s choice.
Whether MUTANT, ANDROID, ALIEN or some other aberration, the Unique is can
rarely be considered as truly human. Sporting a weird and wild array of Superpowers, these are
often the strangest Superheroes of all.
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EXPERIENCE
Adventurers learn through defeating and overcoming obstacles.
Defeating a lone street thug won’t bring a revelation to someone.
Defeating Super-villains, foiling heinous plots or simply escaping
death-traps are the things that bring perspective and growth.
Every storyline or issue the character completes they gain one level.
The GM will decide when, and it’s recommended that this decision
remains more or less a constant throughout the campaign- and a GM
should be clear and upfront with the players so they know where the
‘goalposts’ are.
GAINING LEVELS
The characters also get to choose to improve their Superpowers. For
each Grade they get, they may either:
In each case they must explain to the GM in game terms how this
development has occurred.
Also a player should roll a d20 for each Stat, if the result is higher -
that Stat increases by 1.
They will get the chance to roll more than once for some Stats,
depending upon their individual character class.
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SUPERPOWERS
Possible Superpowers are listed on pages 19 and 20. Of course, there
is nothing to stop you devising your own, or adapting powers from
comics, films or TV series.
Most Superpowers from the source material can be simulated using the powers
given here, however.
POWER EFFECT
GRADE random fixed
1 d4 2
2 d6 3
3 2d4 4
4 d10 5
5 d12 6
6 d6 + d8 7
7 2d8 8
8 3d6 9
9 2d10 10
10 d10 + d12 11
The Superpower effect will state whether the power uses the
random or fixed values.
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GM MODIFIER
Many situations where a Superpower may be used will vary in their
difficulty or danger level. In this case, the GM should assess what the
character is trying to achieve and apply a penalty modifier of between
1 and 10 to the relevant save.
Mod. Description
+1 Adds a bit of “colour” to the storyline.
Minimal effect on current situation and adds “colour”
+2
to the storyline.
+3 Minimal effect on the current situation.
Noticeable effect on current situation and adds
+4
“colour” to the storyline.
+5 Noticeable effect on the current situation.
Significant effect upon the battle but adds “colour” to
+6
the storyline.
+7 Significant effect upon the battle.
Very significant effect upon the battle but adds
+8
“colour” to the storyline.
+9 Very significant effect upon the battle.
+10 Gamechanger. Could effectively win the battle outright.
RATIONALES
Any single superpower can be defined or described in several
different ways. The exact description will affect how the powers are
used and perceived during the comicbook series of adventures.
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When you make your character and develop your Superpowers
during play, you must describe and rationalise exactly how your
superpowers work and how any developments have been achieved.
It’s fun to write an origin story for your GM telling them how your character
gained their powers, how those powers work and why they’ve decided to become a
Superhero.
Suppose a player chooses to make a Blaster with Flight whose blasts are lightning
and whose Protection comes from the buffeting winds that carry them aloft. There’s
no harm in allowing them to summon a minor rain storm from time to time.
TEAMWORK
At first level, characters must act in strict Dexterity order within the
initiative system. At second level or higher, they may act in any order
they wish, within the initiative system. A character who fails their
DEX save may not act before their opponents even if their team-
mates wish them to.
One Brick may train to throw another Brick at opponents for a single attack,
using Dexterity instead of Strength to hit but doing damage equal to their
combined totals, for example.
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D20 Description Effects
Add Grade to STR/DEX for Defence Saves. Move
1 Acrobatics to Nearby areas through vertical/leaping movement.
Can make a ranged attack doing base damage plus the
2 Blast Superhero Effect Random Dice.
Add the Superpower Fixed Points to Hit Points for
3 Boost the duration of the chapter.
Can move freely to any Nearby areas. At higher
Flight Grades can increase range - move to Distant, then
4
(Teleport) Far Away areas – or carrying capacity – one person
per Grade.
When character is made, choose DEX or INT or
Hide PER. A successful save against your personal stat plus
(Invisible, power Grade renders you hidden. You may not be
5
Chameleon, targeted for attack until you make yourself known.
Shrink) Opponents may then attack you in the current page
before you use your next action to try to hide again.
6 Hypersense +1 per Grade to PER saves.
Illusions Create illusions or magical effects which do JUST
7 Superpower random effect dice as damage – or
(Magic) equivalent. Save vs. INT to succeed.
Instantly knows a useful piece of information. Save
vs. INT plus Grade minus a number determined by
8 Information the GM based upon the usefulness/rarity of the
information.
9 Marksmanship +1 per Grade to DEX or STR attack saves.
Roll Melee Attacks and Defence saves at Advantage.
10 Martial Arts +1 point damage per Grade to Melee Attacks.
Is accompanied by (or can generate or split into) 1HD
of follower per Grade. Each moves/acts
11 Mook independently of the character on the character’s
initiative.
12 Protection Add the Superpower Fixed Points to protection.
Can use INT to attack opponents who are Close or
Nearby doing JUST Superpower random effect dice
13 Psionics as damage. Damage can be physical damage or versus
willpower. If taken OofA by willpower attack, target
is under the influence of the Psionic.
Spend an action to recover Superpower Random
14 Regeneration Effect Dice worth of hit points.
15 Shapechange Change into a shape which enables you to do your
base damage plus Superpower Random Effect Dice.
OR Change form into a state that allows you to perform
unusual actions. Save vs. INT plus Grade minus a
15 State change number determined by the GM based upon the
usefulness of the effect.
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Can move freely between Close and Distant. Can
16 Superspeed perform one attack per Grade in an action.
Add the Superpower Random effect dice to damage
Superstrength done. If there are objects to hand, STR may be used
17
(Growth) instead of DEX for ranged attack and defence saves.
Can lift a Tonne at Grade 1, doubling for each Grade.
Can survive in environments inimical to humankind.
Save vs. CON plus Grade minus a number
18 Survival determined by the GM based upon the dangerousness
of the environment.
Utility Belt Turns out to be carrying a useful device of some kind.
Save vs. INT plus Grade minus a number determined
19 (Gadgets, by the GM based upon the usefulness of the device
Sorcery) (spell).
Add the Superpower Random Effect Dice to damage
20 Weapon done. STR may used instead of DEX for ranged
defence saves.
(Melee)
OR
Add the Superpower Random Effect Dice to damage
20 (Ranged) done.
Example Opponents
Name HD NOTES
Group of
1 Each hitpoint represents 1 Thug.
Thugs
Mercenaries 2 Each 2hp in the total represents a Mercenary.
Attacks with a Blast or Claws. (Still only does 1d6
Minor Mutant 2
damage.)
Attacks with Blast, Martial Arts, Weapon or Minor
Strength. Has an additional non-combat
Supervillain 3 Superpower (Flight, Teleport, Hide, Invisible,
Hypersense, Shapechange, Statechange, Superspeed,
Utility)
If near metal: Can make one attack per HD, Flight,
Master of Protection (Total: 3 + 5 = 8), Utility (automatically
4
Metal makes device, player must make INT roll to foil it.)
Option: Create 4HD of Mooks.
Psionic – character must defend using INT. Will do
Puppeteer 5 Willpower damage initially, aiming to turn Heroes
against their team-mates.
Attacks stop healing until injected with massive
amounts of antibiotics, immune to normal
Mummy 6
weapons, half damage from Superpowered
attacks.
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EXAMPLE OF PLAY
GM: You’re in the square in the As the camera pans – you realise
centre of the city. Unrolled it’s in full 3D. No-one is wearing
before you is the new Open Air 3D glasses! The crowd applauds.
3D Cinema experience – a
massive screen set on the back of Unique: I look around for
an articulated truck. anyone acting suspiciously.
Blaster: Are there many people GM: OK. Test your Perception
here? by rolling a d20 under it.
GM: It’s the biggest free event in Unique: #rolls# Made it!
months. The square is heaving
with people! GM: You see a group of figures
in green jumpsuits hiding behind
Unique: I got a bad feeling…… the articulated truck, there’s a
larger figure with them. He seems
GM: I take it you’re all in your to be covered with scales and has
civilian clothes? a large tail.
Blaster: Me, too. GM: Firing guns into the air, the
group of thugs rushes out. The
Unique: Big baggy coat and lizard-like figure leaps to the top
floppy hat. of the truck.
- 22 -
NAME ALIAS JOB
STR DEX CON
INT PER CHA
HP CLASS
ATTACK DAMAGE /
PROTECTION /
Usage
Superpowers Level Die
Notes
Usage
Equipment Notes
Die
THE
SUPER
HACK
The Long Minute
A Scenario for THE SUPER HACK
By Simon Burley
Introduction
The Long Minute is a short combat Here are some suggestions you may
based adventure THE SUPER wish to consider:
HACK Superhero role-playing game.
Originally designed to be run as a Past Issues
short introductory game at a games If you choose this option then
convention, it consists of only two Chronos will have successfully used
main scenes and is designed to be his time suspension technology to
completed in a single game session. freeze frame the city before (or
another city). There will have been
The adventure takes place when the some articles in the news referring to
would-be Supervillain, Chronos, a day when the entire city "lost" a
apparently stops time in the Heroes' couple of hours compared to the
home city. Whilst the passage of rest of the world. During these lost
time is suspended for everyone else, hours, jewellery, artwork and money
Chronos aims to have his goons mysteriously disappeared. On these
ransack the city - raiding any site prior occasions there were no heroes
housing easily removed and insulated from the time-freeze to foil
transportable goods. Chronos' plans.
Unfortunately for the villain, the city Alternatively, you may decide that
houses a visitor from another world Chronos needs to pull off a number
whose alien technology is immune to of crimes in order to finance the
the effects of Chronos' time- creation of his Time Suspension
stopping devices. Even worse, when Generator or to obtain rare parts or
the villain's plan goes into effect a elements for the unique device.
number of Heroes happen to be The Heroes may have interfered
near to the hidden alien and they are with some of these heists and be
also protected from the temporal pondering the rationale behind
paralysis. them.
The Opposition
Time Bubble
Dreadnought (Supervillain) – 3HD, The Heroes find themselves, the
Superstrength, Protection Grade 2 – Villains and a handful of civilians
all from a suit of armour. trapped within a bubble of normal
time. They have to resolve their
HP: 15, Protection: 5, Damage: 3d4 conflict with the bad guys and work
out why they seem to be the only
Thunderstrike (Minor Mutant) – people in the city immune to the
2HD, Energy Blast from natural effects of the Long Minute.
mutant abilities.
Having identified and come to some
HP: 10, Protection: 1, Damage: 1d6 kind of agreement with the alien,
Verdigris - probably through beating
his co-operation out of him - they
have to decide upon their next step.
At this point the Heroes will notice: To make things easier on the GM,
Verdigris will, at first, choose to
Everyone who is more than few remain within the bank with the
yards away from the bank seems to other customers. He will observe
be frozen. No vehicles are moving, what is going on but do all he can to
birds are frozen in the sky. avoid drawing attention to himself.
Thugs and villains attempting to flee He does not see how the effect can
the scene will bump straight into an possibly be anything to do with him.
invisible wall. Despite all they try, He hopes it isn't. However, he
they cannot break through it. knows that there is the possibility
that this isn't a co-incidence. He will
Depending where they were when
the Long Minute started, one or desperately try to keep his head
more the Heroes could be caught in down.
the effect.
The area of free space surrounds
If necessary, you can have a young Verdigris in a 20 yard radius. Anyone
mother screaming as her child is
attempting to leave the area will be
trapped in the time bubble (or vice
unable to do so. They will walk into
versa, the child can be panicking
the area of dead air.
because its mum is trapped).
However, if Verdigris moves, anyone
If you have decided that this is not
is left out of his circle of protection
the first time Chronos has pulled this
will go into stasis and anyone who
stunt, have the Heroes roll under
enters it will become unfrozen (with
Perception with a +5 modifier. If
no knowledge that any time has
they succeed, they will remember
passed).
reading about people " losing time"
(and losing valuables) in another city
Trapped in the Time Bubble with
in the world a month or two ago.
the Heroes will be about 20 people -
They will remember all the details.
half a dozen bank workers, half a
Rolling under raw Perception gives
dozen customers, a handful of
only vague details.
passersby and any erstwhile bank
robbers.
However, they notice the effect, the
Heroes are now duty bound to
The first thing the Heroes need to
investigate it.
do is to determine the area of the
effect.
NOTE: No- one will be caught "half
in and half out" of the effect.
When they have this, they can
triangulate in to find its centre.
He will first suggest that the Heroes He will be loathe to let the Heroes
interrogate him somewhere away discover too much about his
from the crowd of civilians. (The equipment. (The usual "You are not
panicking crowd of civilians, yet ready for this technology"
remember. Someone should be argument.)
having an asthma attack about
now....) If the Heroes have a brilliant
scientist among their number, he or
If I hasn't already been deactivated she will realise that they can use
in the fight, he will switch off his Verdigris' equipment to track the
hologram projector now. He will centre of the disturbance. If there
explain this he is an alien on a isn't a Scientist on the team, then
peaceful mission to visit Earth there'll have to be one in the crowd
observe its inhabitants. or Verdigris will have to be a
Scientist or, worst of all, they'll have
(If he is asked what he has learnt he to rely upon the bad guys!
will indicate that his overall opinion
is positive but make a couple of Converting Verdigris' equipment to
disparaging comments about a few track time disturbances will severely
public figures. There is a chance for compromise its systems. Whilst his
some humour here.) suit will still keep him alive, there
will be insufficient power to run stun
He will ask that the Heroes do NOT rod, exoskeleton or hologram
try to deactivate or his equipment. projector.