For more detail, check out the book.
MedTech Providers Typical Skills Availability/Interval Basic Care Intensive Care Services Traditional Healer 2–4 4/12 hours 100¥ (Outpatient) NA a, sometimes k, l Local General Practitioner 3–4 4/12 hours 100¥ (Outpatient) NA a, b Street Clinic 2–4 4/12hours 100¥ (Outpatient) NA a, b Public Hospital 2–4 6/12 hours 250¥ 500¥ a, b, c, d, e, f, i Bodyshop 2–5 4/12 hours 250¥ 1,000¥ a, b, e Private Hospital 4–6 8/1 day 500¥ 1,000¥ a, b, c, d, e, f, i Street Doc 1–6 6/12 hours 500¥ 1,000¥ a, b, c, d, e Corporate Hospital 4–7 16/1 day 1,000¥ 1,000¥ a, b, c, d, e, f, g, i, j, k, l Elite Clinics 5–6 16/2 days 1,000¥ 2,000¥ a, b, c, d, e, f, g, k, l Elite Shadow Clinics 6 20/1 day 2,000¥ 4,000¥ a, b, c, d, e, f, g, k, l Delta Clinics 6-7 24/1 week 5,000¥ 10,000¥ a, b, c, d, e, f, g, h, k, l
Service Guide
(a) General medical care.
(b) Basic hospitalization.
(c) Intensive care.
(d) Surgery and major trauma.
(e) Implantation (basic and alpha-grade cyberware/bioware).
(f) Implantation (beta-grade cyberware/bioware, cultured bioware, basic gene therapies, nanoware);
(g) Implantation (nanocybernetics, all genetech).
(h) Implantation (deltaware, experimental genetech and nanoware).
(i) Ambulance/emergency services.
(j) Armed emergency response.
(k) Magical healing.
(l) Long-term magical care.
Maybe Evo and Horizon might take that philosophy. It would really depend on the corp. I don't like to give my corp citizens much leeway when I GM because then it takes away the incentives to Shadowrun. Otherwise my team would just join a corp and then they'd wanna do adventures as a corp. sec.Well the corp sec guys won't have much leeway, thei're far below the magicians in corporate totem pole after all.
An unlicensed healing mage who's still part of the SIN system has to worry about fines, liability, bribing cops etc. So, if anything, they're going to be more expensive than a licensed one. More importantly is that there's no way to know for sure that you're dealing with a genuine mage casting a genuine healing spell unless you're a mage yourself. So you may have to go through four or five "tinglers" over several days to come up with one that actually heals you. Again, this is factored into cost and healing times.
An unlicensed, SINless healing mage has all of the problems of the SINed mage plus he can't even establish a legitimate front. Bribes go up and the chance of disappearing into a corporatebrainwashing facilityemployee training and happiness enhancement program increase. They still have the same cost of living to cover and fewer clients to do it with. Since most of their customers will also be SINless or criminals, the chances for fraud also increase, so you'll go through more fakes to find one good magical healer.