As with many multi-genre systems, Savage Worlds has a very clear distinction between magical and non-magical healing. Magical healing is fast and powerful and can happen at any time. Non-magical healing is slow and difficult, unless you roll really well right after combat. In Steamscapes: Asia, we are introducing the Apothecary profession, approximately half of which is devoted to healing. But how do you make such a thing interesting and useful in a realistic setting without making it too powerful and "magical?"