* 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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