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Since it makes no mention of increasing awareness every round and that isn’t a required component of the rules, there should be no problem with you not automatically increasing it each round.
It is an explicit part of the infiltration rules though:
Awareness Points increase in three different ways... a PC fails a check... Awareness Points also increase by 1 at the end of each round of the infiltration... [and] whenever their activities are disruptive enough to draw attention to the infiltration, subject to GM discretion.
Right now I'm leaning towards including the AP auto-increase each round, making the first and last individual checks mandatory (last one definitely since that leads into the next section of the scenario), letting the players choose 3 of the remaining 6 group tasks, and upping the total failure threshold to 20 from 10.
By the guidelines in GM Core, failure should usually be at double the number of IP necessary, so with the above changes that still makes it a little more difficult than a standard infiltration (11 IP vs 20 AP instead of 22 AP) but not requiring basically every roll to be a success or critical success like the printed version.
But, this could all be moot since they might be on a different path and not encounter this at all, lol.