Belle Reve Penitentiary (AKA: The Vault)

History

Belle Reve started it's life as a sanitarium, who's name is Cajun French translation for "beautiful dream", located in the remote swamps of Terrebonne Parish between St. Roch and the Gulf of Mexico. The serene and peaceful facility struggled financially and in 1986 the United States, in a bit to solve the problem of incarcerating superhuman criminals, purchased the institute.Twelve subterranean levels were constructed, dubbed"The Vault" levels, from near-impervious materials including Adamantium, Orichalcum, Inertron, Vibranium, Mithril, and even Kryptonite. The Vault also contained hundreds of uniquely calibrated power-dampening devices to contain specific individuals.

In 1987 Belle Reve became the base of operations for the Suicide Squad and resulted in greatly increased security including inmates being required to carry devices that will cause maiming or death if they try to escape. All security officers on the Vault levels were also given Guardsman armor, modeled after a design by Tony Stark. Including the six-man “Retriever” squad, who are responsible for the transporting of prisoners. A small three person department was started in the Sanitarium section responsible for screening prisoners when they arrived in order to determine if any specialized containment within The Vault was necessary.

Soon many, but not all of the staff, work both as prison employees and facilitate Suicide Squad operations. Some of the staff have become friends with the more level-headed Squad members, especially members the non-criminals who volunteer for the Squad. Mechanics work on Squad vehicles and doctors treat prisoners and Squad staff alike. By the time the Suicide Squad was disband in 1992 almost all of Belle Reve worked to facility the Squad's activities.

For over a decade the Vault lived up to its expectations, becoming an effective internment for superhuman criminals. Most villains feared the Vault’s reputation as an “inescapable” prison, partly because it was so shrouded in secret. However, many would attempt to break out of the Vault. The only truly successful breakout came in 1998 and was, ironically, made possible by Tony Stark himself. As Iron Man, Stark was hunting down any pieces of his own technology that were stolen and incorporated in various high-tech armors around the globe, and some of this technology had ended up in the Guardsmen suits. Stripped of their efficacy, the Guardsmen could not contain the resulting prison break, although Captain America helped return most of the escaping criminals. By 1990 however, Stark would contribute to the design of a later model of the suit, limited to work only in the Vault itself and the close environs thereof.

Levels

  • Level 01 - Belle Reve Sanitarium and Penitentiary: Home to the civilian population. Non-Squad members only are held here and is mostly a facade for any outsiders, visitors, or investigations.
    • Features: Alert d8, Barrier d6, Detection d10
    • Types: Physical d6, Mechanical d6
    • Staff:
  • Level 02 - Task Force X HQ: Technically this is the first level of the Vault facility, though there are no cells here. Instead Level Two is home to the civilian and volunteer members of Task Force X. Everyone living on this level is assigned their own small apartment with private bedroom, bathroom, kitchen, and general living area. There are also a number of communal offerings including a cafeteria, work stations, library, and fitness center. Vault Security is housed on this level as well, as well as the Armory and official Vault offices.
    • Features: Alert d8, Barrier d12, Detection d10
    • Types: Physical d10, Mechanical d12
    • Inhabitants:
  • Level 03 - The Data Farm:The doors to Level Three are sealed shut and inside is a complete vacuum. Inside is where the Vault stores every computer system it uses, including numerous non-networked server clusters that house any artificial intelligences or dangerous code used by Task Force X. Each unique program is confined to their own system and are granted very limited release, often times only allowing code fragments outside access, for S.W.O.R.D. related tasks. For non-dangerous, or non-intelligent, code there are numerous server farms that run through the Vault's state of the art firewall. These systems control almost every aspect of life in the confinement Levels.
    • Features: Alert d6, Barrier d12, Detection d8
    • Types: Physical d4, Mechanical d12
    • Inmates:
      • ModeusModeus [Indefinite Hold]
  • Level 04 - The Med Bay: In order to ensure none of the inmates ever need to be transported out of the facility Level Four was constructed to serve all medical needs of the Vault's population. Medical staff play a major role in monitoring, organizing, and controlling the prison population through the use of psychiatric evaluations and interventions (psychiatric drugs, isolation in mental health units, etc.). Medical facilities include primary care, mental health services, dental care, substance abuse treatment, and other forms of specialized care, depending on the needs of the inmate population. 
    • Features: Alert d10, Barrier d6, Detection d8
    • Types: Physical d10, Mechanical d8
    • Staff:
  • Level 05 - The Holding Tank: Level Five, called the Holding Tank, is a temporary holding facility that most non-critical inmates are housed in until facilities can be prepared in a lower facility for them. While there are solitary confinement cells the majority of the level is treated like a general population facility. Inmates on his level sleep in dormitories on individual beds beds, which are regularly patrolled by correctional officers. They have communal showers, toilets, and sinks. They are generally allowed complete freedom of movement around the Level but are not permitted to visit lower Levels. Additional facilities on this level include a kitchen and dining unit that is unlocked three times a day for meals. The solitary confinement cells feature sliding doors controlled from a secure remote control station and its own shower, toilet and sink
    • Features: Alert d10, Barrier d12, Detection d8
    • Types: Physical d8, Mechanical d10
  • Level 06 - Cell Block A (Light): The first actual containment facility for the Vault is home to mostly gadget based criminals. Anyone who can be easily separated from whatever elevates them above a normal person. Inmates on his level sleep in dormitories on bunk beds, which are regularly patrolled by correctional officers. Each inmate is assigned a locker to store their possessions in, which are regularly searched. They have communal showers, toilets, and sinks. They are generally allowed complete freedom of movement around the Level, or lower Levels. Additional facilities on this level include a kitchen and dining unit, library and educational facilities, and a recreation and fitness room.
    • Features: Alert d6, Barrier d12, Detection d6
    • Types: Physical d12, Mechanical d6
  • Level 07 - Cell Block B (Minimum): The second containment facility is often reserved for highly skilled, but still wholly human, criminals. Most cells are specially designed but do not require any unique features. Inmates on his level sleep in secure dormitories on bunk beds, which are regularly patrolled by correctional officers. Each inmate is assigned a locker to store their possessions in, which are regularly searched. They have communal showers, toilets, and sinks. Dormitories are locked at night with one or more correctional officers supervising. During the day they are allowed freedom of movement around the Level with supervision, or lower Levels. Additional facilities on this level include a kitchen and dining unit, library and educational facilities, and a recreation and fitness room.
    • Features: Alert d6, Barrier d10, Detection d6
    • Types: Physical d10, Mechanical d6
    • Inmates:
  • Level 08 - Cell Block C (Minimum): Level Eight, nicknamed the "The Entry Level", is the first set of containment facilities that feature special power regulation cells. While this is a standard feature of levels below, inmates in Cell Block C are often non-critical threats that require containment techniques that are shared. Inmates on his level sleep in secure dormitories on bunk beds, which are regularly patrolled by correctional officers and contain suppression techniques that apply to shared conditions. Each inmate is assigned a locker to store their possessions in, which are regularly searched. They have communal showers, toilets, and sinks. Dormitories are locked at night with one or more correctional officers supervising. During the day they are allowed freedom of movement around the Level with supervision, or lower Levels. Additional facilities on this level include a kitchen and dining unit, library and educational facilities, and a recreation and fitness room.
    • Features: Alert d12, Barrier d10, Detection d8
    • Types: Physical d10, Mechanical d8
    • Inmates:
  • Level 09 - Cell Block D (Close): Nicknamed the "Insult Level", Cell Block D is home to anyone who's not considered a big enough threat to merit Maximum Security treatment but still too dangerous for the more general population. Most inmates on Level 9 think they are big enough for Level 10 are are pissed that they are being slighted. Inmates on his level sleep in either one or two person cells operated from a remote control station. Each cell has its own toilet and sink, as well as an individual locker to store their possessions in, which are regularly searched. They are still subject to communal showers. During the day inmates may leave their cells to visit any of the additional facilities on this Level or to spend time on the lower Levels all under supervisionAdditional facilities on this level include a kitchen and dining unit, library and educational facilities, and a recreation and fitness room.
    • Features: Alert d8, Barrier d8, Detection d8
    • Types: Physical d8, Mechanical d8
    • Inmates:
  • Level 10 - Cell Block E (Maximum): Level 10 is where everyone wants to be. It means your too dangerous for the upper levels but you're significantly removed from the truly dangerous inmates in levels below you. Inmates on his level sleep in individual cells with sliding doors controlled from a secure remote control station. Each cell has its own shower, toilet and sink, as well as an individual locker to store their possessions in, which are regularly searched. Prisoners are allowed out of their cells one out of twenty four hours under supervision to shower, eat, and visit the library or fitness rooms.
    • Features: Alert d10, Barrier d8, Detection d10
    • Types: Physical d8, Mechanical d10
    • Inmates:
  • Level 11 - Cell Block F (Maximum): While Level 11 functions almost identically to Level 10 there is one unique difference, it's above Level 12. The proximity to "The Basement" population of insane or uncontrollable inmates has earned Level 11 the nickname "Hell's Gate" and it is often seen as a punishment to be housed in Level 11. Inmates on his level sleep in individual cells with sliding doors controlled from a secure remote control station. Each cell has its own shower, toilet and sink. Prisoners are allowed out of their cells one out of twenty four hours under supervision to shower, eat, and visit the library or fitness rooms.
    • Features: Alert d10, Barrier d6, Detection d10
    • Types: Physical d6, Mechanical d10
  • Level 12 - Cell Block G (Super Max): Called "The Basement" by other inmates, Level 12 is officially the lowest level containment facility in operation. Home to some of the most unstable or psychotic criminals in the world. Inmates on his level are kept under sedation for twenty three hours a day in individual cells with sliding doors controlled from a secure remote control station. Each cell has its own shower, toilet and sink that they are permitted to use during their one waking hour of the day. They are never allowed to step foot out of their cells and are permitted no visitors.
    • Features: Alert d8, Barrier d6, Detection d12
    • Types: Physical d6, Mechanical d12
    • Inmates:
  • Level 13 - Cell Block Z (Uber Max): A highly classified containment level used only for Omega Level threats. Inmates on his level are kept under sedation for twenty four hours a day in individual cells sealed doors that required high level clearance to open. They are never allowed to step foot out of their cells, are permitted no visitors, and are generally denied to even exist.
    • Features: Alert d12 , Barrier d12 , Detection d10 
    • Types: Physical d8 , Mechanical d12
    • Inmates: