I ran my first gatecrashing adventure yesterday, and an interesting situation came up:
The team had found a gate, a good connection, and needed to relocate to the other side. But they had just one bluebox gate interface to control the gate. Being a bit desperate they tried to see if it was possible to use the bluebox to open the gate, detach the box and still keep the gate open. When they removed the interface the gate wobbled in a frightening way (one engineer became convinced he had the solution for making a gravity wave gun - botches on theoretical physics are fun!) but held open for several minutes before disconnecting.
They decided to evacuate this way. Everything went well until the last man through, the gatehacker himself, tried to detach the bluebox. Bloop - there went the gate connection. Worse, he managed to break the box.
The remaining team on the other side had a fairly good gate hacker equipped with bush robot nanomanipulators, a lot of cognitive enhancements and a downloaded copy of the blue box operating system. He managed to open the gate *by hand*. Once this story gets out somebody is going to get more x-rep than you can shake a gate probe at.
[ I decided that detaching the bluebox safely took an Interface (gate) test at -30 in order to keep the gate open. Each minute afterward I rolled 1d10 and the gate closed if a 1 came up. The character managed to roll a critical failure though, and I decided this broke the box.
Running a gate "by hand" was largely a matter of *really hard* gate Interface rolls.]
The team also tried to see if they could force an already connected gate to redirect to their gate ("gate hijacking"); they didn't succeed, and I have not decided if it could even in principle be done. But it is an intriguing possibility.
Any other stupid or desperate gate hacking tricks?
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Strange. That idea made me think of a recent XKCD strip.