diff --git a/rules.tex b/rules.tex
index 0c50e74e270d9e91fbaf5551e628b8de6a6d95ca..b475d64fa61bdccb11eddea8e6adfe61802969d2 100644
--- a/rules.tex
+++ b/rules.tex
@@ -425,12 +425,7 @@ Buying off a negative level increases it by 1 and always costs 5 \gls{xp}, so ta
 
 Now is the time to look at your character's base Attributes and think about what they might be good at. The best place to start is your highest Attribute. If you have a positive (or simply not negative) Intelligence score, making a spell caster is a good option. Buy off any Wits penalties and put a magic sphere down on the character sheet and a couple of \glsentrylongpl{mp}. Alternatively, if your highest Trait so far is a Body Attribute perhaps this character is more suited to being a fighter. Don't worry if you have negative Body Attributes -- your starting \gls{xp} can buy all of that up to 0 quite easily.
 
-\begin{wrapfigure}{R}{.6\linewidth}
-
-	\includegraphics[width=\linewidth]{images/Roch_Hercka/xp-2.jpg}
-	\label{roch:xp2}
-
-\end{wrapfigure}
+\sidejpg{Roch_Hercka/xp-2.jpg}
 
 Mixed characters are easy to make -- a spell-casting, sword-swinging elf or a dwarf who prays to dark gods and sneaks well through the shadows simply requires a couple of Traits.
 Think about which way the character is headed and at this point write something down in the character's `Concept' section at the top.