Let's see what I can come up with. Each of the bottom areas has twenty lines, and in my handwriting I can squeeze in about 40 characters per line.
Special Abilities
The idea here must be that these are the things a character can do that the GM needs to know about without asking the player. Information-gathering skills will be a big deal here, as are advantages that trigger alerts. But it only makes sense to be on a sheet if the GM shouldn't be asking the player, "What's your Skill X level?" So while Stealth is an information-gathering skill, the player always chooses to do it on purpose, and can just tell the GM what the level is. The list might also support GM notes on durations of various abilities.
Given that criteria, of the three characters in
How to Be a GURPS GM, Beldin doesn't appear to have any "special abilities" worth noting. Jax has Extraordinary Luck: while the GM doesn't have to keep anything secret here, the GM might want to track the next time the advantage can be used. Rory has a little more: the GM should definitely write Common Sense as a special ability. Reaction modifiers that don't apply all the time should go here instead of the little box at the top. But although Sensitive gives the character a free IQ roll to feel someone out, it's done at the behest of the player, so it doesn't need to be written. So in all we have:
Code:
Jax Extraordinary Luck: [time]
No Sense of Humor (-2)
Rory Common Sense
Voice (+2)
Chummy (+2 react or
-1 IQ skills)
Not a lot.
The Required Rolls are easier, since every disadvantage with a control should probably go here. In this case, Jax doesn't seem to have any entries.
Code:
Beldin 12 Bad Temper
12 Honesty
13 Sleeplessness
per hour
11+ Ignore noise
during sleep
Rory 12 Gluttony
12 Overconfidence
12 Short Attention Span
A larger party would use more of the sheet. Not sure how useful putting Beldin's Light Sleeper stuff on there is.
Any thoughts?