Medicine

Actions
Overcome:  Medicine is mostly used to overcome obstacles that require applying medical knowledge to achieve a goal. Recalling or recognizing a creature's blind spot, treating a person's wounds or performing an autopsy are all examples of situations in which Medicine might apply.

Create an Advantage:  You can use medicine to analyze a biological creature, gaining knowledge about it's physiology. This enables you to discover one or more of their physical aspects or even create them yourself. You require at least a few minutes visually examining the creature from a reasonably close distance, though this time can be cut short should you be able to physically touch the creature during the examination. Researching information about creatures you will face in the future may give you a situational aspect to use against them as well.

Attack:  Medicine isn't really used to attack.

Defense:  See above.

Stunts
Physician: Once per session you can reduce someone else’s physical consequence by one level of severity (severe to moderate, moderate to mild, mild to nothing at all) by succeeding on a Medicine roll with a difficulty of Fair (+2) for a mild consequence, Good (+3) for moderate, or Great (+4) for severe. You need to administer treatment to the person you’re treating for at least half an hour in order for them to receive the benefits of this stunt, and you can’t use it on yourself for any consequence greater than mild.

Biologist: You gain a +2 to all Medicine rolls made to discern a biological creature's physical aspects.

Patch up: Once per scene, you can spend a fate point to let yourself or another player ignore a mild or medium consequence for the duration of the scene. It can't be compelled or invoked by your enemies. After the scene, it returns at equal severity.

Deceitful Doctor: Your vast knowledge of medicine and anatomy allows you to use Medicine instead of Deception when feigning an injury or helping someone to pass off as another humanoid.