1) This is from the first page of the Character Creation thread:
When you do notable deeds, your reputation or notoriety increases, such as Siggard killing the Hag, a specific heroic act. 1/2 orcs receive a bonus to starting notoriety as pirates, natives like Iggway suffer as indigenous people with a penalty to their reputation whereas Breton characters gain a reputation bonus as good sailors. The score for each will be in a range of 1 to 5, it is not a 3d6 rolled stat.Create a little backstory for your character. The quality of the story will be rewarded with points to score against your Reputation and Notoriety. This is particularly vital when dealing with Governors, officials, other ship captains especially Pirates. It might make recruiting a crew for a hazardous raid easier or more difficult, extracting secret information from the captain of the guard or tavern barmaid more precise. Towns may just quake and fear when you ship is in sight or send out the red carpet and herald your safe return to port.
Your players initial starting Reputation and Notoriety is equal to their charisma score modifier. Yes, you can start the game with a minus statistic! Your reputation is enhanced or tarnished and your notoriety grows as you do heroic or infamous acts around the Carib.
Record your Reputation and Notoriety score in a section of the notes: some races or nations receive bonuses or penalties to their initial score.
2) All the volunteers will be going on the mission. The post to address the captain and 'volunteer' and pass a charisma check might earn you a reward for doing such as receiving a potion of healing. 1/2 orcs are penalised with their starting charisma but I am using the initial roll as if you are addressing another 1/2 orc. The d6 bonus for each point of notoriety should be added to the 3d6 skill check.
3) I am aiming that the Nassau harbour raid will take place in six three-man canoes, as one big group sneaking into the harbour and then you may split up into two group to achieve sub-aims which I will run in separate forums so you shouldn't get lost in cross posts.
4) I did put out feelers before the last expedition ended to test what folk wanted to do and the concensus was stay together as one group not try two or three concurrent expeditions (Raid Harbour, seek out Blue John pirate, investigate mage cult).