Give the crew more than one way through.

Heist
Generator

Prepare the target, study its security and compare approaches. Keep contacts, contingencies and escapes beside a player briefing you have reviewed.

Fantasy illustration of a crew approaching a guarded treasure chamber at night
Heist plans, player briefings and chosen confrontation preparationWindows access through Desktop Command Centre

Prepare choices before the job

A target to study. A plan to adapt.

Start with an authored infiltration dossier and make it fit your campaign.

Give the job a purpose

Choose a target and an objective: recover property, extract a person, copy proof or prepare another defined task.

Make security discoverable

Review observable clues, possible bypasses and consequences across a perimeter, credential layer and protected core.

Compare the ways through

Consider service, public and rooftop approaches. Check requirements, risks and fallback options before committing the crew.

Keep an independent way out

Review escape routes and changed objectives alongside contacts, rivals and contingencies. Resolve what happens at the table.

Fantasy illustration of a crew studying public, guarded and service approaches to a treasure chamber

Study the place before entering

Compare public, guarded and service approaches.

Prepare clues, access requirements and fallbacks for the crew.

This fantasy illustration is not an application screen or generated image output.

From a job to a reviewed plan

Frame. Generate. Compare. Keep.

Quick and Deep share the same builder; Deep reveals additional preparation controls.

01 · Frame the job

Set the target, objective, party tier and security level. Quick retains previously selected Deep values.

02 · Shape access and pressure

Deep exposes guards, wards, schedules, contacts, rivals, timing, violence, approach balance and escape choices.

03 · Compare and review

Read the security layers, approaches, contingencies and audience material. Adapt authored descriptions to your setting.

04 · Revise and save deliberately

Use selected rerolls or structured edits, check retained fields, then save manually or export the audience you choose.

What the tool provides

Preparation that leaves room for another plan.

Eight capabilities support reviewed infiltration notes, audience sharing and account records.

Quick and Deep job preparation

Choose the target, objective, party tier and security level. Deep adds access, schedules, contacts, rivals, timing, approach and escape choices.

Observable security and practical counterplay

Review an authored perimeter, credential layer and protected core, with clues, possible bypasses and consequences that leave room to adapt.

Entry approaches and independent escapes

Compare service, public and rooftop approaches with requirements, risks and fallbacks. Review escape options separately from the way in.

Contacts, rivals and failure-forward pressure

Prepare contact pressure, rival intent, complications and contingencies. Use suggested clock triggers and outcomes under the DM’s control.

A full DM plan and player briefing

Keep private contact pressure, betrayal conditions and DM key notes in the full plan. Review the selected player briefing before sharing.

Selected revision and structured editing

Reroll security, schedules, routes, people, complications or escapes. Review retained parameters and audience material after changing the plan.

Manual account records and earlier results

Save through your DCC session, search records, duplicate a job and reopen results. Same-record saves keep up to ten earlier snapshots.

JSON sharing and chosen combat preparation

Copy or download the selected audience JSON. With separate Combat PRO access, prepare one eligible physical confrontation for review.

Choose the situation

A quiet recovery or a job under pressure.

Controls describe the scenario; they do not operate live stealth or calculate difficulty.

Places and objectives

Prepare a vault, manor, museum, temple, warehouse, ship or fortress with the objective that matters to your campaign.

Access and security

Review public or private access, guards, mechanical seals, magical-security descriptions and authored patrol windows.

Contacts and rivals

Give optional contact and rival records a place in the job. Review retained betrayal and contingency prose when either is absent.

Timing and violence

Use suggested clock triggers, a nonviolent plan or last-resort confrontation context. The DM controls pressure and outcomes.

Fantasy illustration of heist routes, security, contacts and escape planning on a preparation table

Keep the accepted preparation

Bring routes, security and escapes to your notes.

Review the plan before using its clues, contacts and contingencies at the table.

This fantasy illustration is not exported application output or a generated map.

Revise with intent

Check the whole plan after selected changes.

Rerolls, full generation and structured edits preserve different material.

Understand seed reuse

A seed works with a counter. Generating again with the retained seed can become another version of the same job; route material is mostly authored.

Use locks within their scope

Only the selected target lock prevents that scoped reroll. Full generation ignores locks and replaces the result.

Review linked fields

Selected revision retains identity, parameters and player briefing. Check them against changed controls, routes, people and scenes.

Inspect structured edits

JSON editing does not rebuild dependencies. Validation checks selected structure and private terms, rather than every relationship or privacy boundary.

Account records and audience review

Keep the job and confrontation you choose.

Manual saves, player exports and Combat PRO preparation have distinct boundaries.

Save and reopen deliberately

Same-record saves retain up to ten earlier snapshots. Open restores results and notes without restoring generation controls.

Review the player briefing

Copy or download the selected briefing after checking private material and changes made since it was prepared.

Prepare one confrontation

With separate Combat PRO access and capacity, send one eligible scene. Review the imported placeholder and choose suitable owned stat blocks.

Keep the wider heist here

The handoff does not activate combat or synchronise subsequent edits. Routes, schedules, alarms and secret-contact state remain in the plan.

Choose access for your toolkit

US$1.99 per month for one selected generator.

Heist Generator is a paid standalone tool. Create a free account first, then review your selection and subscription.

One selected generator: US$1.99/month

Select Heist Generator individually. Creating a free account does not by itself include paid generator access.

Five selected generators: US$8.99/month

Choose a five-generator pack for other eligible standalone tools alongside this one. It provides selection capacity, not automatic access to every product.

Choose more capacity when needed

Review larger selected-generator packs in your account. Check the generators, subscription and reselection terms before choosing your toolkit.

Separate products keep separate access

Combat PRO, Battlemaps and image systems have their own access models. Generator subscriptions do not include image or animation credits.

VISINVOKE means value. Quality. Ownership. Rewards.

Give the crew useful intelligence

Prepare observable security, access windows and alternatives.

Keep judgement at the table

Review authored prompts and resolve checks, pressure and consequences yourself.

Guidance beside the controls

Start Here and How Do I help cover jobs, refinement, sharing, account saves and selected confrontations.

Keep the plan you accept

Save deliberately, retain audience exports and review earlier results when revising a job.

Quick answers

Jobs, revisions and sharing in plain language.

Understand authored material, retained briefings, saved records and selected scenes before opening the tool.

What do Quick, Deep and the starting presets change?

Quick exposes target type, objective, party tier and security level. Targets include a bank or vault, manor, museum or archive, temple treasury, warehouse, ship and fortress. Objectives include stealing, recovering, planting, extracting, sabotaging and copying proof. Deep adds value, public or private access, guards, wards, schedules, contacts, rivals, timing, violence tolerance, approach balance, escape difficulty and betrayal likelihood. Both modes use the same builder. Quick retains previously selected Deep values, and presets adjust selected controls without resetting every other choice. The result is an authored planning dossier rather than a procedural floorplan, live stealth system or difficulty calculator. Party tiers describe the intended planning context; they do not calculate a balanced combat encounter.

How much of the security, routes and pressure varies?

The current dossier uses three security layers, three patrol windows, three entry approaches, two social-access routes, three escapes, two complications and four contingencies. Most of this is authored material. Target and objective choices select named descriptions, while several other controls supply planning labels. A seed with a counter chooses among six job names; changing the seed does not promise an entirely new route network or security arrangement. The suggested six-segment clock lists events that can advance pressure, but the DM advances it during play. Choosing no contact or no rival removes that particular record; related betrayal or contingency prose can still need review. Adjust the plan to your setting, reveal useful clues and resolve checks at the table.

What do locks, rerolls and structured edits preserve?

Scoped rerolls replace security and alarms, schedules and clock, entry and social routes, people and betrayal, complications and outcomes, or escapes and combat scenes. Only the selected target lock is checked; full generation ignores locks. A reroll uses current controls and a new counter, then keeps identity, parameters, player briefing and every unselected section from the existing result. This can leave new choices beside retained details, and same-control rerolls can keep the same authored prose. Review linked fields and the player briefing after revision. JSON editing does not rebuild dependent fields. Save and combat handoff call limited structural validation, including required sections, minimum routes and a short scan for private terms in player JSON. It does not prove complete consistency or privacy. There is no undo or redo control.

How do saved jobs, versions and duplicates work?

Save manually writes the account library through the existing DCC session. Updating the same record ID retains up to ten earlier result snapshots. The seed determines the record ID, so generating again with the retained seed can save another version of the same job. Search covers title, target, objective and current notes. Open restores the result, current record notes and saved locks in DM view; it does not restore form controls, seed or the generation counter. Earlier results use the current record notes. Duplicate creates a new ID and top-level variant name, but the nested player-briefing name can retain its earlier title and notes come from the current workspace. Review duplicates and reopened controls before saving or rerolling. There is no autosave, offline account fallback, conflict merge, dedicated delete, import or archive control. Avoid conflicting whole-library saves from several windows.

What can I share with players or print?

Copy and Download use the full DM result in DM view and only the player briefing when that audience is selected. The generated briefing contains the objective, known intelligence, approaches, escapes, timing and reward. Private contact pressure, rival intent, betrayal conditions and DM key notes stay in the full plan. Current record notes are not part of result JSON exports. Review edited JSON and the retained briefing after rerolls; the limited private-term check is not a privacy guarantee. Print uses the rendered page. Preparation panels and an open structured editor can remain, so finish editing and inspect print preview and page selection before sharing a player view. There is no dedicated PDF or graphical-map export. Website illustrations show the subject of heist preparation and are not application screens or actual generated image output.

Which confrontation can I prepare in Combat PRO?

The detected-guard scene is eligible unless the job is nonviolent. The escape-fight scene is eligible only when violence is a last resort or high-chaos tolerance is selected. Choose one eligible scene. The handoff prepares its objective, named zones and an inactive boundary note; it does not transfer live stealth, patrol schedules, alarms, secret contacts or the entire heist, and it does not activate combat. It includes a named guard-captain and response-team placeholder asking you to select appropriate owned stat blocks. Remove or replace that placeholder and review the encounter before use. Your existing DCC session, separate Combat PRO entitlement and saved-encounter capacity are required. Repeating the same record and scene is a duplicate acknowledgement rather than synchronising later edits. Wider adventure pacing, full building layouts, political pressure and live skill-check resolution remain separate tasks and products.

Desktop Command Centre illustration of connected Windows tools

Continue in VISINVOKE

One account. More possibilities for your story.

Create a free VISINVOKE account and choose the required generator access.

Get Desktop Command Centre from your account installer page. Sign in on Windows, then open Heist Generator.