I have something similar, but quicker
First: Concept of Threshold introduced "1/4 max hit points"; Concept "Critical" Introduced which at 120% max hit points; "Dead" at 150% max hitponts
Minor Injury: Any hit that does more than "Threshold"; Any time become bloodied; impact lose a healing surge (in 4e) or an extra d6 damage (non 4e). Minor Injuries are cumalitve. A minor injury is removed by a heal check or a healing check (DC 12). If spell >= cume minor injuries, it removes all; for each cume minor heal check +4. So a hero with 4 minor injuries can have all injuries removed with a 4th level spell or a DC 24 check. (Optional: minor wounds bleed at 1/round, cume)
Major Injury:When a hero has cume minor injuries = Con Mod +3 they have a major wound. If a hero goes to critical, they take a major wound. Major wounds impose a -1 on all checks related to a modifier for each major wound. A hero with a major wound takes it to Dexterity, representing the loss or a couple of fingers to his primary hand, while a hero suffer 3 major wounds takes 2 to dexterity and 1 to constitution. The hero lost his arm, severely impacting ability react to situations based on agility; the loss in Con represents the injury reduces their endurance. A major injury can be removed with restoration, regeneration and limited wish type spells