TEXT: Sample
  Amnesia - The character has a hole in his memory of some size. The good
  Corwin
  and ill of this are somewhat subject to GM whim.
  Banjo - The Demon Horse. He's fast, tough and smart, but he also eats
  meat. Especially rabbits.
  Barbarian - Raised in the wilds, this character may be good at hunting
  and fighting, but lacking in social graces.
  Courtier - Experienced with the ebb and flow of courtly intrigue, this is
  Dara
  useful for dealing with those intrigues, but less useful for convincing an
  angry mob that you're really one of them.
  Fae-touched - The character knows something of the ways of Faerie, but
  this comes with some drawbacks, such as an aversion to Iron, the necessity
  of an invitation to enter a home, or just the attention of faeries.
  Famous - The character is well known, which is useful for dealing with
  people who like him, but less useful when trying to avoid attention.
  Holy - The character's convictions run so deep as to be a beacon in the
  darkness. This beacon may provide illumination, but it also is likely to draw
  attention.
  Fop - A cultured gentleman can turn to excess. While Fops are usually
  skilled in social arts, they are also prone to a variety of vices, and have a
  most unwholesome reputation.
  Gambler - Know when to hold �em, know when to fold �em, but very
  rarely know when not to play the game.
  Hunted - Someone (or something) is after the character. Useful for
  Corwin at start
  evading or confronting pursuers, but with obvious drawbacks
  Irish - Useful for drinking, brawling and spinning yarns, less good for
  Gerard
  stopping drinking and keeping your temper.
  Kind - Kindness is a virtue treasured by healers and those who bring
  succor, but it is ill-suited to many of life's cruelties.
  Large - Useful when being big and strong comes in handy, but less useful
  Gerard
  when trying to do things like hide (or buy clothes that fit).
  Ninja - Can you ever really have enough ninjas?
  Rich - Outside of the events of play, the character has significant wealth.
  which is useful in many ways. Sadly, what he has, so many others want...
  Rival - The character has a rival who he wants to defeat in some fashion.
  While this aspect may help with the rivalry, the rival himself is likely to cause
  problems.
  Strong - Break things!
  Gerard
  Vengeful - The character's been wronged, and seeks to make it right. This
  is useful for pursuing that revenge, but such focus can often turn into
  tunnel vision.
  Weapon Master - The character kicks ass with weapons. People who
  Benedict
  kick ass this much tend to attract unwanted attention
  Meticulous
  The character is very thorough in his approach to almost everything.
  A player might invoke this aspect to: Get a bonus to any task where
  he has the time and resources to do a thorough job, �discover� that
  he packed just the right tool.
  The GM might invoke this to: Interfere with the character being
  spontaneous.
  Onianos
  A curved blade carved from the purest Moonstone, this sword has been
  passed down through generations of heroes. In the hands of the unworthy,
  its edge is dull and its balance shoddy, but in the hands of a true (or
  potential) hero, it strikes sharp and true.
  A player might invoke this aspect to: Swordfight, or have the sword
  conveniently available.
  The GM might invoke this to: Steal the sword. Require some ritual to
  renew the sword's magic.
  Panasta Dados
  Panasta Dados is the Master of Thieves of the city of Alverado, and at some
  point he took the character under his wing and taught him some of what he
  knows.
  A player might invoke this aspect to: Perform a thiefly task, �Here's a
  trick Old Pan taught me.� Get some information about Alverado,
  get information directly from Panasta.
  The GM might invoke this to: Have Pan call in a favor. Have Pan's
  enemies try to strike at him through the character.
  Priest
  The character is a member of the priesthood, and is expected to support the
  appropriate dogma, as well as accept whatever duties, responsibilities and
  powers come with the position.
  Intelligent Vs.Bookworm
  The aspects Intelligent and
  Bookworm grant almost
  identical bonuses, but their
  drawbacks differ greatly. While
  this may initially appear
  imbalanced, it�s an intentional
  result of the rules. The
  Intelligent character is almost
  never going to be penalized for
  his intelligence, but neither is he
  likely to have anything
  particularly interesting happen
  as a result of being smart. In
  contrast, the bookworm�s life
  will likely be more interesting,
  but more difficult. As a result,
  the bookworm is more likely to
  generate fate points.
  Neither is better than the other
  in the end. Instead, they are
  different ways to play the same
  sort of character, and merely
  exist to allow players to tune
  the characters to the style of
  play they are most comfortable
  with.
  
  A player might invoke this aspect to: Give a stirring sermon. Resist
  the powers antithetical to his faith. Attempt to use the resources of
  his church.
  The GM might invoke this to: Deliver inconvenient orders from a
  superior. Present temptations that contradict the Priest's Dogma.
  Raise the ire of opposed religions.
  Self Destructive
  For whatever reason, the character seeks his own destruction, though he is
  unwilling to take direct action to do something about it. Instead, he throws
  himself wholeheartedly into dangerous situations in the hopes that this time
  will be his last.
  A player might invoke this aspect to: Do something stupid and
  dangerous.
  The GM might invoke this to: Keep a character from
  doing the safe, reasonable thing.
  Anger
  Corwin
  The character's rage simmers just below the surface, awaiting opportunity to burst.
  A player might invoke this aspect to: Vent his frustration, usually through explosive action towards
  whatever he's mad at.
  The GM might invoke this to: Cause the character to lose his temper at an inappropriate moment.
  Interfere with any action that requires calm.
  Bookworm
  Merlin
  The character is an academic, well versed in all manner of obscure lore. His knowledge, unfortunately, is
  almost entirely from books, and theory is not always the same as practice.
  A player might invoke this aspect to: Dig up an obscure fact or other bit of knowledge at the right.
  Research like a fiend.
  The GM might invoke this to: Cause problems when the character is faced with the need to apply his
  knowledge under the stress of �Real World� conditions.
  Cowardly
  The character is a firm believer in the better part of valor, either out of meekness, deep self interest, or some
  other motivator.
  A player might invoke this aspect to: Run, hide, or otherwise get away from something dangerous.
  The GM might invoke this to: Inspire the character to flee when he really need to stand his ground.
  Curse of Toads
  When the character tells a lie, a live toad pops out of his mouth.
  A player might invoke this aspect to: Gross someone out, or convince someone who knows of the
  curse that he is honest.
  The GM might invoke this to: Complicate things when lies would be more convenient.
  Duty
  Corwin
  The character owes a duty to some one or thing which should come out of creation. Alternately, the character
  may simply take all of his responsibilities very seriously.
  A player might invoke this aspect to: Perform an action which directly upholds the duty.
  The GM might invoke this to: Present a player a choice between upholding his duty or doing
  something more practical. Raise an issue of responsibility at an inconvenient moment.
  Intelligent
  Merlin
  The character is smart, simple as that.
  A player might invoke this aspect to: Know useful things, or find them out if they aren't known.
  The GM might invoke this to: Unless there are monsters that specifically like eating big brains, there's
  not much the GM can do with this.
  
SOURCE: textdata/thevault/Amber/3rd Party/Amber Aspects.pdf