Grapple rules have changed: Grapples applies status as normal but also will allow the player to set the terms of a grapple if a succeeding strike is achieved, and gain an automatic press if an obliteration is achieved. The 2 bonust dice "Pressing the Advantage" rule has been removed. Also tightened the press rules with regards to dealing damage to players using the press. Get Grabby!
Hazards: The rules for Hazards have been updated/clarified to allow the use of hazard avoiding skills and equipment in specific situations. Them Duke boys can now avoid whole heaps of trouble.
Fluid Swapping: Changed Swap: One die is usable in another caste of action; and added Fluidity: up to 10 dice can be exchened for another effect at a ratio of 2:1. Better than nothing (what Swap was)
Use it or loos it:clarified universal combo from equipment. Now you have to USE the item.
Doom music: Changed General Theory of Existential Dooms to a proper section and moved it to chapter 1. It's real, and it's infecting us all.
first, second, and third digree swoons: Characters can now accumulate multiple swoons and there is a mechanic for dying of it. Will you endure?
Concentration: Clarified Concentration. Apologies Spartan.
Tweaking: Rules for modifying existing equipment has been added. It ain't easy.
Chose life: Added: Ressurect with loss, Re-incarnate. We can now do things at lower level.
Nerfhammer of Death: Split cure swoon into: guts, cure swoon,  regeneration. The difference is scars.