Just a slight point of order - the Flair mechanic and gaining a bonus dice for using a skill for the first time in a Risk are the same thing.
Also, when determining your raises could you all please note if you have any or no dice left over? This is important for me as the GM buying any spares (if I do you get an additional Hero Point and I get a point for the Danger Pool) and there are ways to work out raises to either maximize the amount of left over dice or to minimize them if you aren't wanting to risk having any bought from you
For example, Andrezi's last check rolled 4, 3, 4, 6, 10, 8 - that makes 3 raises in a couple of different ways either 10, 8+3, and 6+4 leaving 1 dice remaining to be bought or 10, 8+6, and 4+4+3 leaving no dice to be bought.
For now I will assume you are making your dice pools up in a way to leave the least left over dice as possible unless you specify otherwise on your rolls.