The twin-edged sword of technology has produced many new ways to get hurt or killed, and many new tools and methods for fixing up the survivors. Below are some of the many ways that Referees can relieve the players' PCs of some of their wealth. It also gives some rules on handling injuries, diseases, and other such irritations within the context of the game.
Doctor's examination/Office visit - Lv 50.
Antinausea medications, Aspirin, Cough Suppressants, Decongestants, Pain Killers, and other non-prescription, over-the-counter drugs - These common self-medications treat only the symptoms, not the causes. Aspirin has been around, in one form or another, since at least 1800 (extracts of oak were used even back in ancient Greece). Other such medications came out circa the early 1900s. Lv 2/50 doses.
Vaccines - (Restricted) Generally, only licensed Doctors (with Medicine 3+) can obtain vaccines. These aid resistance, and reduce the severity of a virally vectored disease, if it is caught (+1D4-1 to any resistance or treatment tasks). These have been around since before the Twilight War, as well. Vaccines (which are only effective against a single disease) cost Lv 15/dose.
Antitoxins - Combat poisons from flora, fauna, and micro-organisms (giving +1 to any resistance or treatment rolls). Simple versions of these have been around since at least the early 1900s, with herbal and "home remedy" versions going even further back. Lv 20/dose.
Antibiotics - These combat bacteria and other micro-organisms, but not viruses (+1D4-1 to any resistance or treatment tasks). These have also been around since the early 1900s or so. May cause an allergic reaction, on a Major Mishap. Lv 20/dose.
Antivirals - (Restricted) These combat virally-induced diseases and infections (+1D4-1 to any resistance or treatment tasks). They were invented shortly after the Twilight War, in the early 21rst century. Lv 50/dose.
Metabolics - (Restricted) Rare drugs that temporarily increase characteristics in order to aid a character in warding off a disease (+2 to resistance or treatment tasks). Lv 1,000/dose.
Broad-Spectrum Vaccines - (Restricted) An invention of the early 2100s, these are vaccines for multiple viruses. Other than being good against more than one strain, they are otherwise similar to vaccines (+1D4 to any resistance or treatment tasks). Lv 30/dose.
Retrovirus - (Restricted) Invented circa 2150. Specifically engineered viruses that parasitically attach themselves to harmful micro-organisms (+4 to any resistance or treatment tasks). If a retrovirus for the disease exists (and is available), recovery is usually swift. If not, one must be engineered. Lv 300/dose for off-the-shelf retroviruses, when available. Lv 2,000+ for one specially engineered for newly encountered diseases.
Broad-Spectrum Antitoxins - Developed circa 2200 and now in every Medkit, Broad-Spectrum Antitoxins act as antitoxins for multiple poisons, and are usually capable of negating a poison, regardless of its source (+2 to any resistance or treatment rolls). Lv 30/dose.
Fast Retroviruses - (Restricted) Another development of the early 2200s, this is simply a faster-acting version of the retrovirus (+5 to any resistance or treatment tasks). Lv 500/dose for off-the-shelf fast retroviruses, when available. Lv 2,000+ for one specially engineered for newly encountered diseases.
Hospitalization - Lv 100/day.
Intensive Care Unit - Lv 500/day.
Doctor's visit when in the Hospital - Lv 100/day.
Doctor's visit when in the Intensive Care Unit - Lv 500/day.
Homecare Nurse (with Medicine 2) - Lv 50/day.
Freezing - Originally developed circa 2050, "Cryonics", "Freezing", or "Hibernation" was generally lethal (one in six people died) until the early 2200s, when the proper drugs and procedures for thawing out the "folkcicles" were developed. Now, freezing is no longer the difficult, hazardous, life-threatening task that it used to be, but a routine medical procedure. It is rarely used because of the expense and special equipment involved, and due to the fact that Medicine is now able to cure most life-threatening ailments. Starship Medical bays sometimes carry a medical freezer unit so that passengers afflicted with maladies which the sickbbay is unequipped to handle can be frozen until the ship reaches better medical facilities. The Bayern was also equipped with medical freezer units for the non-Ship Crewmembers, due to the extensive length of the voyage. Bodily functions do not, indeed, cease, but operate at about 1/100th the normal rate, so a patient will only need about three day's worth of food for a one year hibernation! While freezing is rarely done, these days, a group of wealthy individuals is known to have formed the very first "Century Club" to wake every 100 years to see how the worlds are doing, and the "Century Club Foundation" has pre-paid rent on a small cargo bay on L-5 station since 2205 (the lease running out in 2305), and the surviving members are expected to be reawakened sometime in 2300, to renegotiate the lease, catch up on recent history, see a bit of the universe, handle their affairs, and then go back to sleep until the dawn of the 25th century! At most medical facilities, it costs Lv 1,000 for freezing, +Lv 400/year (generally prorated to Lv 1/day, for shorter terms) "life support" or maintenance, +Lv 100 for thawing or waking.