Feign Illness

Source book: Bullets & Bandages

This power allows an adept to mimic the signs and symptoms of an illness with enough accuracy to convince all but the most skilled observer. The power even creates real physiological changes such as fever and increased heart rate, which can fool a biomonitor or medkit. The adept can maintain the power for a number of hours equal to his Magic attribute. Any attempts to diagnose the illness as false must exceed a threshold equal to the adept’s Magic attribute.