diff --git a/actions.tex b/actions.tex
index e6f21472d84c5e5c462229bf23faee15867fda1a..36a63803349a96cb053f6dc19b1f1ff89f8af2ee 100644
--- a/actions.tex
+++ b/actions.tex
@@ -263,7 +263,7 @@ Each point on the Margin allows an additional person to sleep inside the shelter
 
 A tie indicates that the shelter holds for a few hours, then collapses.
 
-\paragraph{Calm an animal} -- Intelligence + Wyldcrafting vs animal's Wits + Aggression.
+\paragraph{Calm an animal} -- Intelligence + Wyldcrafting vs animal's Wits + Brawl.
 
 \index{Gathering Food}\index{Food}
 \paragraph{Gathering Food} -- Wits + Wyldcrafting.
@@ -288,7 +288,7 @@ Of course, these fast excursions from the path, to check out anything that happe
 Each failure margin adds 2 Miles to the journey time, so when trying to find a particular house somewhere in a forest, 10 miles away, the \gls{tn} would be 12.
 If the roll is an 8, the actual journey would be 18 miles.
 
-\paragraph{Taming a Horse} -- Intelligence + Wyldcrafting vs Horse's Wits + Aggression.
+\paragraph{Taming a Horse} -- Intelligence + Wyldcrafting vs Horse's Wits + Brawl.
 
 \end{multicols}
 
diff --git a/combat.tex b/combat.tex
index d123910fa04bb97365676b264e50efa483e7da8b..ed3d02138959182426e3fc80133a9ccc543497d9 100644
--- a/combat.tex
+++ b/combat.tex
@@ -715,7 +715,7 @@ Shields can be strapped to the arm, without requiring any kind of dual-wielding.
 
 \noindent
 Unsure if your \glspl{npc} want to fight?
-Roll their Combat or Aggression Skill at \gls{tn} 7, plus the modifiers in the Morale Chart, before combat starts.
+Roll their Combat or Brawl Skill at \gls{tn} 7, plus the modifiers in the Morale Chart, before combat starts.
 This group roll counts for everyone, so if the group roll a total of \gls{tn} 7, but one member is wounded, that member will fail the roll and flee.
 Of course on the next round, this may prompt others to flee, as it changes the proportions of creatures to \glspl{pc}.
 
@@ -805,14 +805,6 @@ The maximum Damage someone can suffer from a fall is 18, equating to $4D6+2$.
 
 \subsection{Animals}
 
-\subsubsection{Aggression}
-\label{aggression}
-\index{Aggression} 
-
-Animals use a \gls{skill} called Aggression.
-It works exactly like the Combat \gls{skill} but only for unarmed attacks.
-Aggression measures an instinct and drive to harm and kill, so non-sentient undead will often use this Trait, just like any animal.
-
 \subsubsection{Teeth and Claws}
 \label{teeth}
 \label{claws}
diff --git a/config b/config
index 4a57f391cb83c583ccfc3391bef0ea1a158f0d6a..3a73aab555816f791ece52727066dbb928d552d0 160000
--- a/config
+++ b/config
@@ -1 +1 @@
-Subproject commit 4a57f391cb83c583ccfc3391bef0ea1a158f0d6a
+Subproject commit 3a73aab555816f791ece52727066dbb928d552d0
diff --git a/knacks.tex b/knacks.tex
index a061c47967da6f08ff802b26efbf32caaa693c68..47f128920f5d99da69fd4ff780ef387e5c2ed516 100644
--- a/knacks.tex
+++ b/knacks.tex
@@ -31,8 +31,7 @@ They lose the bonuses if they spend a round without attacking.
 
 \subsubsection{Brawler}
 
-The character receives +2 to Attack when making unarmed attacks or grapples.
-When used in conjunction with an Aggression score, it adds only +1.
+The character's brawling actions receive a bonus to Attack and Damage equal to half the number of Knacks they have, rounded up.
 
 \subsubsection{Cutting Swing}