* Mystic Paths: Horror Stalker
* Development history of the Horror Stalker from first edition Discipline to fourth edition path.
* Uniquely Earthdawn—few fantasy games take an aspect of the setting and build a class or profession solely dedicated on it.
* Problems with older versions of the Horror Stalker.
* As with other focused Disciplines, it defines the style of game you are going to have.
* Path essay provides some setting detail and path structure that was lacking in earlier versions.
* Nature of the Horror Stalker and their mindset.
* Horrors, their presence in the setting and your game.
* Themes and ideas you can explore with the Horrors.
* Horror Stalkers and Questors.
* Pop culture inspirations for Horror Stalkers.
* Becoming a Horror Stalker.
* Lessons for new initiates and the mission.
* Expanded roles beyond simple combat.
* External sources for horror-style games—Call of Cthulhu, Delta Green.
* Modifications to Karma Rituals
* Path Half-Magic
* Path rank benefits.
* Path talent options—tools that help track down and deal with Horrors, but no basic combat abilities.
* New talents: Bear Mark, Call of Harrow, Bane Strike, Gaze Into the Abyss, Purge Karma, Sense Horrorspawn.
* Path Knacks
* Wrapping up.
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