Research & Development SOP
CI Research & Development is an RP Oriented Subbranch, you may request a training from an Supervisory Agent+ at PVT+. Please make sure you have read and understood this SOP if you wish to join.
NOTE: THIS PAGE WILL GET COPY PASTED ONTO THE MAIN SOP WHEN IT'S TIME TO IMPLEMENT
R&D Expectations
Your job is to test on SCPs so we learn more about them and how they can be useful to us. You are not restricted to the in-game SCPs so feel free to get creative.
Follow GL MOTD at all times, if anything in the SOP conflicts with the MOTD then follow what the MOTD says.
You are a professional agent, make sure you act like it. If you are seen as unfit for R&D you will be removed.
Follow the testing guidelines at all times, the only people who may lower these restrictions are CI Gamma Command+!
R&D take priority for all standard interrogations, only exception is for the following identities upon learning of who they are. (Meaning they MUST be offered up to appropriate personnel first before continuing)
Captured individuals that are revealed to be an SF, HCMD, or other clearance 4 personnel: E4 > EOI > R&D in Ranking Order (Highest to Lowest)
Captured individuals that are revealed to have Agency Knowledge but aren't clearance 4: EOI > R&D in Ranking Order (Highest to Lowest)
E4 and EOI that capture their own personnel are exempt from these rules.
You are required to have a CI escort during all interrogations & testing for your safety.
R&D are the primary individuals to do brainwashings, make sure to follow the brainwashing guidelines at all times and make sure to bring in bio-engineers to assist.
R&D may only go onsite to perform onsite testing and/or utilizations. If you are capable of testing/utilizing on the SCP, you are free to do so.
R&D have separate armory guidelines which are as follows:
ARCH+ have no armory restrictions.
SIN-CIN may buy anything except an LMG.
IN's may buy anything except Snipers & LMGs.
SVA's may buy Shotguns, SMGs, and Pistols.
SA's may buy SMGs and Pistols.
OA and below may only buy Pistols.
R&D Negotiation Guidelines
R&D are the main individuals to handle negotiating for the return of SCPs & Hostages back to the foundation, as well as when the foundation have a captured CI they are selling back.
If MTF have actionable intelligence as listed in the MOTD that CI possesses a captured foundation personnel or SCP, they are allowed to initiate negotiations for the safe return of it. If CI does not respond within 5 minutes, denies having the operative, or both parties cannot reach an agreement despite reasonable attempts: MTF may initiate a raid to retrieve the captured CI or SCP.
If CI have a clearance 4+ hostage they may immediately raid for them.
If CI R&D are not present, the priority list becomes as follows:
EOI > E4 > Delta Command in Ranking Order
You are required to share 50% of the profits to your fellow CI, if no one wants their share of the money (make sure you ask in CI Comms) then you may keep all of it.
Under no circumstances can you suggest a price below the min or above the max price during negotiations, if the foundation suggest something that is below min price or above max it is FailRP.
The identity used to sell a hostage is the one you obtain via interrogation
Example: An O5 successfully lies about their rank and said they were a Gensec PVT. They must get sold using enlisted personnel prices instead of Site Admin/O5 Prices.
Bio-Engineer Basis
Bio-Engineers are trained combat medics who take a support role in CI Operations. While their methods are questionable at best, they have proven very efficient at turning the tide of battle.
You may join Bio-Engineer at the rank of SVA+ in RND, ask a Senior Delta or IIN+ to train you.
You may not freely initiate combat as necessary, your priority is to heal CI during raids & patrols, failure to prioritize healing over combat will result in punishment.
You are armed with a medkit & armorkit for the purposes of accomplishing your priority, it is best to memorize the positions of these and practice swapping between the two for maximum efficiency.
While the medkit & armorkit are hardcoded to prevent combat healing, in the event it stops working, someone must be out of combat for 7 seconds before they can be healed.
When healing people, prioritize yourself first, keeping yourself alive is the #1 priority over anyone else.
After healing yourself, the priority list goes as follows:
Gamma > E4 > EOI > Senior Delta > Delta > Beta > Alpha (Equivalencies follow as such for RND members too.)
In the middle of raids, keep yourself in the middle of the CI raid party, your safety is a #1 priority for CI to ensure active support remains. Do not be taking point on this job unless Bio's are the only combatants left.
A maximum of 3 BioEngineers may attend a Praxede's Fist Raid.
Bio-engineers may assist in brainwashing only, they cannot perform brainwashing by themselves. Please review the brainwashing section of the R&D SOP for more information.
Bio-Engineers may freely buy NVGs, those that are the rank of BIO+ may buy thermals.
Armory Guidelines
RND and Bioengineer guidelines can be found here,
Price Table
SCPs
Safe Class SCPs
Max Selling Price: 7.5k
Min Selling Price: 3.5k
Euclid Class SCPs
Max Selling Price: 12.5k
Min Selling Price: 7k
Keter Class SCPs
Max Selling Price: 18.5k
Min Selling Price: 13k
SCP 682
Max Selling Price: 25k
Min Selling Price: 18k
Foundation Personnel
Enlisted Personnel
Max Selling Price: 5k
Min Selling Price: 2k
Low Command(Any member of Command)
Max Selling Price: 15k
Min Selling Price: 7k
Special Forces (D4, HTF, G9, and RRH)
Max Selling Price: 20k
Min Selling Price: 10k
High Command (Deputy Head+ in a Branch)
Max Selling Price: 25k
Min Selling Price: 15k
Site Administration/O5
Max Selling Price: 30k
Min Selling Price: 20k
Interrogation Guidelines
R&D are the primary personnel to do interrogations in base, The following explains the rules for interrogations and how to perform them
Interrogations may last up to 30 minutes from the start of the interrogation. The first question being asked constitutes the start of an interrogation.
There must always be a military escort present during a CI interrogation. It is also highly recommended to have 1 Bio-Engineer present to assist an active interrogation for reasons listed in future rules.
Interrogation Priority is different depending on the hostage, it is to be assumed they aren't CL4+ or Agency Personnel unless evidence shows otherwise. You MUST offer the hostage to each group higher than you in the queue before you can perform the interrogation yourself.
Standard Interrogation Priority: R&D Requesting the Hostage (If Applicable) > R&D in Ranking Order > E4 > EOI > Delta Command in Ranking Order
CL 4+ Interrogation Priority: E4 > EOI > R&D in Ranking Order > Delta Command in Ranking Order
Whenever a hostage is asked a question they have the following choices:
Tell the Truth (No Roll Required)
Attempt to Lie/Deflect (Contested Roll)
During these rolls no assists are allowed
If the hostage lies or deflects the question and wins the roll off, then they do so successfully and you must believe them for the remainder of the interrogation. If the interrogator manages to win the roll off however then they can elect to use torture (No assists).
If the interrogator wins a lie roll and elects to use torture, they can RP out the torture method in a variety of ways as long as it's appropriate (breaking fingers, electrocution; water boarding). It is then a second roll off between the hostage and the interrogator. If the interrogator wins this roll then the hostage must answer truthfully. If the hostage wins the roll however then they are not required to tell the truth, the interrogator can elect to use torture multiple times but should keep in mind the limitations below and strategize accordingly!
Using a torture method accumulates 1 torture point regardless of the outcome. You have a total of up to 5 torture points you can use.
The accumulation of a torture point can be voided by 1 Bio-Engineer. This is done by a separate contested roll off after torture is done. If the medical personnel wins this roll off then the torture point is voided, if the hostage wins then a torture point is still accumulated.
Upon the 5th torture point being used, if the hostage wins then they are dead and you must terminate them. If the interrogator wins then the hostage must answer the question truthfully, and then the hostage goes unconscious meaning they can no longer be questioned for further information.
The rank one obtains in interrogation is what you use to sell them. Meaning if they lie about their rank successfully, you must sell them as the rank they said they were.
The rank one knows is based on their ranking job group, please see this document for knowledge of personnel
The following personnel possess concealed cyanide which cannot be detected in a weapons & comms strip.
All Foundation Level 4+ Personnel
All CI Gamma Command+
E4
EOI
An individual equipped with concealed cyanide may use it at any point during an interrogation. If they use it then a roll off ensues between the interrogator & the hostage. If the hostage wins then they consume it successfully and must be killed. If the interrogator wins then the cyanide is taken from the hostage and the interrogation resumes.
1 Bio-Engineer is allowed to assist the interrogator in this roll off.
If the interrogation concludes without the hostage dying then they can be sold back to their original faction or be executed.
If consent is given, they may be brainwashed in accordance with the brainwashing SOP.
Pharmacy Guidelines
R&D has the knowledge and equipment to produce various medicines that'd give small temporary buffs in combat, giving CI an edge in combat. Below contains the ranks that can create each type of drug as well as some global guidelines for drugs.
Global Pharmacy Rules
Only spawn in the entities you need to accomplish your intended goal, deliberate spamming of pharmacy entities will result in a removal from R&D + further punishment in CI.
You are allowed to sell these to your fellow CI for a profit but cannot go higher than the max sell price.
Ensure you follow the rank requirement for each drug, the only people who may lower these guidelines are Gamma Command+.
Aspirin
Recipe: 150ml of Salicylic Acid, 300ml of Acetic Anhydride, and 50ml of Deionized Water
Effect: 15% Dmg Resistance for 3 Mins.
Rank Requirement: JA+
Max Sell Price: 7k
Ibuprofen
Recipe: 150ml of Propionic Acid, 300ml of Acetic Anhydride, and 50ml of Deionized Water
Effect: 30% Dmg Resistance for 1 Min.
Rank Requirement: JA+
Max Sell Price: 7k
Vitamins
Recipe: 150ml of Keto Acid, 200ml of Acetone, and 150ml of Deionized Water
Effect: Heals 10 hp per 10 seconds for 2 mins. Total of 120 HP Healed.
Rank Requirement: OA+
Max Sell Price: 6k
Naxproxen
Recipe: 150ml of Acetic Anhydride, 250ml of 2-Napththol, and 100ml of Deionized Water
Effect: Heals 10 hp per 6 seconds for 1 min. Total of 100 HP Healed.
Rank Requirement: OA+
Max Sell Price: 7k
Dianabol
Recipe: 150ml of Keto Acid, 200ml of Methyltestosterone, and 150ml of Deionized Water
Effect: Heals 15% increase in movement speed for 2 mins
Rank Requirement: SA+
Max Sell Price: 10k
Steroids
Recipe: 300ml of Selemium Dioxide, 100ml of Methyltestosterone, and 100ml of Deionized Water
Effect: 10% dmg buff for 3 mins
Rank Requirement: SVA+
Max Sell Price: 14k
Anadrol
Recipe: 100ml of Progesterone, 300ml of Methyltestosterone, and 100ml of Deionized Water
Effect: 20% dmg buff for 1 min
Rank Requirement: SVA+
Max Sell Price: 20k
Brainwashing Guidelines
When R&D completes an interrogation, they may perform a brainwashing of the hostage for the purposes of sabotaging foundation operations depending on your R&D Rank.
Global Brainwashing Rules
Consent is required for ALL forms of brainwashing OOC wise. Consent is obtained by both confirming they are agree to being brainwashed and agree to the task they will be performing while brainwashed.
After a successful brainwashing you must advert "[@] Foundation Personnel Brainwashed" for RP Purposes.
The only people who may assist a brainwashing are Bio-Engineers, R&D Agents, and E4 Trauma Units.
There may only be a maximum of one assist roll per attempt.
There is a 30 minute cooldown on the type of brainwashing used regardless of the outcome.
Once someone is brainwashed they can no longer be interrogated for intel.
Upon the tasking being completed, the hostage must be terminated.
Injection Brainwashing Rules
Utilizing a variety of injections, R&D can sway the loyalties of someone temporarily to our side for the benefit of CI.
Only Office Agent+ and E4 can Initiate this type of brainwashing.
Bio-Engineers, E4 Trauma and lower ranking R&D may assist.
You must roll a 45+ to accomplish this brainwashing, a maximum of 2 attempts can be done and if both attempts fail then the hostage must be terminated.
The hostage has 30 minutes to complete their task, after that they must be terminated.
The task they are given is restricted to one of the following:
Simple RP Task (such as cleaning base, healing CI for one raid, or stealing intel from the foundation)
Capture 1 foundation member
SCP 3033 Brainwashing Rules
SCP 3033 Brainwashing involves implanting rudimentary cranial implants that allow the operator basic control of the victim. The foundation designates the victim SCP 3033-1 and the operator SCP 3033-2. This procedure while having a higher risk of failure can allow better control of the person then chemical injection would.
Only Senior Agent+, and E4 Trauma can initiate this type of brainwashing.
Bio-Engineers, E4 Trauma's, and lower ranking R&D are allowed to assist.
Due to the intensive nature of this brainwashing, you must roll a 60+ to successfully brainwash, you only get 1 attempt for doing so and failure results in the hostage's death.
The brainwashed victim has 30 minutes to complete their task after which they must find a way to terminate themselves.
Upon completion of their task they must be terminated.
The task they are given is restricted to the one of the following:
Capture a maximum of 3 foundation personnel
Assassinate 1 HCMD or 2 Command from a specific branch
Steal information from foundation systems (Exclusive to Research, MTF, and Site Admin)
HLPR Bot Hacking Rules
Hacking HLPR Bots involves bypassing the system responsible for them being loyal to the foundation and making them loyal to CI temporarily allowing CI to use the HLPR Bot in a multitude of ways to help with CI operations within the facility.
To hack a HLPR bot, you must go up to it and type "/me hacks HLPR Bot" and then perform a contesting roll with no assists.
If you fail to hack the HLPR Bot you cannot harm them and they cannot harm you.
Failed hack attempts will result in them adverting a failed hack attempt as well as the location.
Only Supervisory Agent+, Dr Maynard, E4, EOI, and LTCMDR+ can hack HLPR Bots.
Once a mode is set it cannot be changed
RIS/RIGs are not HLPR Bots and cannot be hacked under any circumstances.
There is a 5 min cooldown between hlpr bot hacking attempts.
Upon a successful hacking, they are be set to one of the following modes:
Command Mode: The HLPR bot can be instructed to do a variety of tasks such as opening doors, heal fellow CI, or anything that doesn't involve directly harming/capturing foundation personnel or involves the breaching of SCPs.
Intel Mode: The HLPR bot will report info to CI for up to 10 minutes such as the location of lvl 4 personnel, movement of mtf and security forces.
Escort Mode: The HLPR bot will escort the individual wherever they need to go and perform tasks such as opening doors and protecting the hacker from harm.
Kill Mode: The HLPR bot will target all foundation personnel on site, be advised that this could result in the termination of EOI & Dr Maynard.
Kidnap Mode: The HLPR bot will target a specific foundation personnel of your choice (hcmd+ cannot be targeted by this).
Utilization Guidelines
One of the main things R&D can do when we don't have any test idea or just want to directly benefit CI is to utilize SCPs in a direct manner. These are risky utilizations that often come with side effects and even a chance of death but they can in return give us amazing advantages that can turn any battle in our favor.
General Utilization Rules
You can only utilize on SCPs you are capable of testing on, so an JA could not do a utilization on SCP-682.
If you need permission to test on the SCP, you can utilize on it still.
Once you do an in-base utilization, you cannot do another one on that SCP until it is recontained by the foundation.
All utilizations must be performed by R&D Agents and Bioengineers.
LT-CMDR+ are exempt from this rule and may perform utilizations on any job.
There must be 50+ players online to perform a utilization.
Utilized personnel may not attend mech raids, but may attend Echo 5 raids.
The following personnel cannot be utilized on:
Dr. Maynard
Praxede's Fist (Kronos and Dolos)
CI R&D Agents
CI Conscript (Unless they have a rank in CI Military)
CI Infiltrator (Unless they have a rank in CI Military)
Roll Guidelines
0-39 = The individual(s) who are being utilized are dead and you must move on.
40-79 = The individual(s) being utilized on get both the buff & the nerf listed.
80+ = The individual(s) being utilized receives only the buff listed.
SCP Utilization Reading Guide
Buff = The positive effect the individual or individuals get.
Nerf = The negative the individual or individuals get.
# of People = Number of people that can be utilized from a single utilization.
SCP Utilization List (Click Here)
Elixir Guidelines
One of the most powerful things R&D can do to give small or major temporary buffs to other Chaos Insurgency operatives. These can be made whenever nothing else is currently happening like a test, or a utilization is on cooldown. Some of these elixirs can cause massive chaos when used correctly, and have the site go into mass panic.
General Utilization Rules
Do not use elixir number 1 while inside of the base.
Do not use elixir number 14 on other members of the Chaos Insurgency.
Chain of Command
R&D Oversight
Chief Director of R&D | CD
Given to the CI Commander, the very last person you should go to to resolve your issue. Can promote/punish up to ARCH.
Deputy Director of R&D | DD
Given to both CI Lieutenant Commanders, only go to these guys if an ARCH cannot resolve your issue. Can promote/punish up to ARCH.
R&D Archivist | ARCH
Given to those with the rank of LTCOL & COL automatically, Archivists are tasked with overseeing R&D and reporting their findings directly to Gamma. Can promote/punish up to CIN with Gamma Perms.
R&D Command
Chief Inspector | CIN
The official head of R&D, leads all R&D efforts on behalf of CI. Can promote/punish up to SIN with Gamma Perms. Can grant permission to test on any SCP.
Senior Inspector | SIN
The deputy heads of R&D, assists the CIN & Overseers with leading R&D. Can promote/punish up to IN. Can grant permission to test on any SCP.
Inspector | IN
The first R&D Command rank, Inspectors are tasked with assisting the SINs & the CIN in the day to day operations such as grading logs. Inspector is the first rank that may train for R&D. Can promote/punish up to Supervisory Agent. Can grant perms to test on any SCP besides SCP 106 & 682.
R&D Enlisted
Supervisory Agent | SVA
Highest R&D Enlisted Rank, Supervisory Agents assist lower ranking agent in their day to day tasking, at this rank you'll be able to test on any SCP freely besides 682 & 106, along with being able to hack HLPR bots. Can promote/punish up to Office Agent. Can grant perms to test on Safe & Euclid SCPs.
Senior Agent | SA
At this rank you have been entrusted with performing SCP 3033 brainwashing and testing access on most SCPs.
Office Agent | OA
By this rank you'll have gotten used to your position within R&D, you have been entrusted with access to injection brainwashing and you can begin requesting access to more dangerous SCPs.
Junior Agent | JA
Brand new R&D Agents, while you'll receive access to a good selection of SCPs at this rank