I'm going to wait for the weekend to put up the pages (that ID ten T error, bummed me out).
In the meantime, there's an improvement to the game written by William Carlson for the Dragon magazine issue September of 1986, called "Combat complexity." I'm only giving you the very basic idea, the article is 2 1/2 pages long. This change to Specific Wounds completely replaces the original rules.
There are 7 Aiming Points. You declare one when you attack. Formally, any color result was a hit. Some AP are harder to hit, Table 1 shows below:
Table 1: Aiming Points
Body part - Aimed - Random Roll
Right leg - O/R - 01-09
Left leg - O/R - 10-20
Gut/rear - Y/O/R - 21-40
Chest/back - Y/O/R - 41-70
Left arm - O/R - 71-79
Right arm -O/R - 80-90
Head - R - 91-00
Any color result other than those listed gives you a random hit. White as usual is a miss, and Red always gives Specific Damage. Which brings me to the next part.
Impact bonuses have been added to give your weapons a better chance of doing Specific Damage. The Impact Bonus is listed as 0, 1, 2, or 3 shifts in the color result towards a potential Red result. But the Impact Bonus cannot be used for determining if you hit. Also, on top of the weapon's Impact Bonus, a character gets an additional Impact Bonus for every 15 points of Talent that was used to make the attack.
An Avoidance Rating is provided to defend against this new chance of killing your foe. For every 15 points of Animal Reflexes or General Prowess Talent you have, you get a point to your Avoidance Rating. Also, each point of Armor Protection equals it's Avoidance Rating. So your armor can protect you against Specific Wounds, even if your Talents can't.
There is still one last chance to avoid Specific Damage as shown on Table 3 below. I have changed all occurances of Carlson's use of the word "save" to either avoid, or avoidance.
Table 3: Specific Wound Avoidance
Aiming point - Roll vs. this Talent to avoid
Head - Current Damage or Gen. Endurance
Chest - Stamina or Gen. End.
Gut - Strength or Gen. Prowess
Arm - Movement or Gen. Prow.
Leg - Movement or Gen. Prow.
Specific Wound effects differ depending upon the actual rolled color result. Tables 4 and 5 below show the effects of a Specific Wound. The numbers in parenthesis are points of damage. Damage done with Specific Wounds, are recorded separately from normal damage, due to how it is healed. I will go over this in detail later in this post.
Table 4: Specific Wound effects for Brawling
Aiming Point - Green(1) or Yellow(2) - Orange(3) or Red(4)
Head - Stunned 1 turn; O/R avoids - Unconscious; O/R avoids
Chest - Stunned 1 turn; any color avoids - Stunned 1 turn; Y/O/R avoids
Gut - Stunned 1 turn; any color avoids - Stunned 2 turns; Y/O/R avoids
Arm - No specific effect - Drop object held; any color avoids
Leg - No specific effect - Knocked down; Y/O/R avoids
Note: I changed the effects for SW to head on Table 5 below. Originally, it was Y/O/R.
Table 5: Specific Wound effects for other types of combat
Aiming Point - Green(1) or Yellow(2) - Orange(3) or Red(4)
Head - Stunned 2 turns; O/R avoids - Unconscious; O/R avoids
Chest - Stunned 1 turn; Y/O/R avoids - Stunned 3 turns; O/R avoids
Gut - Stunned 2 turns; any color avoids - Unconscious; Y/O/R avoids
Arm - Drop object held; any color avoids - Unusable; any color avoids
Leg - Knocked down; Y/O/R avoids - Unusable; Y/O/R avoids
I have changed Carlson's method of healing. The original method called for healing all normal damage before Specific damage could be healed. I figure the body is putting all it's resources into healing up the worst damage just to live.
General Endurance Rating +1 equals the amount of damage that can be healed per day. Magic or other methods may increase this amount. For the first day of healing, only the worst Specific Wounds are healed, with the player choosing which one. This allows a possibility for the player to revive their character, and possibly continuing sooner with the adventure. After that, each day alternates healing normal damage and Specific damage, with the player choosing what wound and amount of damage is being healed. The total damage caused by a Specific Wound must be healed before the effects wear off. This means a character with a healing rate of 3 points per day, and who has a Specific Wound to the head of 4 points, would not revive until the third day.
I hope some of you get the chance to use this alternate Specific Wound rules.
One last thing, go ahead and make up the Impact Bonus for your weapons yourself. You may also want to change it's Weapon Bonus and Initiative Bonus. Have fun!