Challenge in best pair order. When you challenge, everyone you name in your challenge has to answer, in best pair order. When a group NPC challenges, each of its members can make an individual challenge, and all share the same two dice. When a group NPC answers challenges, the GM's answering dice stand for that round's future answers, up to the number of its members. The GM must add dice to her standing answer if necessary to match subsequent challenges' dice, taking it; or she may set dice temporarily aside from her standing answer if possible, to block or dodge or reverse.
Is an opportunity for others to join the conflict. The newcomer is considered to have already rolled the same dice as everybody else.
The third highest die of your fallout is placed in a central bowl. A player can award a die to another player during a conflict for doing something extravagantly over the top and enjoyable. The player who gets it can roll and add it to his dice pool. (Inspired by fan mail in Prime Time Adventures).
Everyone gets reflection fallout when a player character dies or a mission completes.
Put your current character in seclusion. She's safe but she can't help out. Make a new character with your current character's dice - like if your current character had died, but without the reflection fallout. Play the new character to death or to seclusion, then return the old character to play.
The first aid provider rolls acuity + the victim's body for physical first aid, or heart + the victim's will for psychological first aid, plus relationships, bonds and traits as usual. GM rolls dice for the injury based on fallout taken, plus magical influence. When the provider takes a blow, he or she takes d4 fallout and the victim takes d8 fallout, both. Only one first aid conflict is allowed in a row; if the outcome demands another first aid conflict, the victim needs real medical care or will die (various forms of psychological death included).