QUOTE (Runner Smurf @ Jul 12 2010, 10:18 AM)

The Threats 2 and various other source book mentions have indicated that what is really disturbing about the shedim is that the master shedim are very smart, and very cunning. They think long term, and lay plans well in advance. They use the regular shedim as cannon fodder when needed, but otherwise keep their identity concealed and are more than happy to use proxies.
Shedim want to spread death and destruction, but there are so many fun ways they could be aiming to go about it.

Sure, there is the big stuff like nukes and biological weapons, but they can be far more devious about things too: I especially like having the shedim support other magical threats like toxic spirits and bug shamans. It's a great way to do layered threats to keep the runners confused, and can scare the hell out of them when they start to realize what is going on. They are the perfect villains, really: evil, creepy, very smart and extremely hard to kill. If you work the creepy aspect of their powers (the deathly aura, shadow cloak, etc.) and generally go for the horror factor (particularly with what they do to astral space), you can get the players to run away without ever having to actually break out the fear power.
In my game, a couple of master shedim are behind one of the ongoing meta-plots. The team (hi guys!) finally knows that shedim are involved, but they have no idea what their objective is - which is as it should be. The real nasty that my shedim use is Shade (Arsenal, pg 78) - a magical drug that forces the user to astrally project, even if they are mundane. Single master shedim walks into a room, starts injecting everyone with Shade, opens an Astral Gateway to bring in a bunch of regular shedim to possess the now empty vessels, and -poof!- squad of shedim. Really unnerved the team when they came across the scene of the crime.
That's how I use them, at least.
The group I'm running just did a job that they know could possibly start a mob-war in Denver. Understanding the ramifications they went to a Mafia boss contact they knew and bought some protection (half their take from a major Yakuza hit). Their boss contact (earned in-game by the way), has grown within his family and made it clear that he would be willing to make a move on the Yaks if the runner's pulled off their job.
Long story short, the run was pulled off, the players are happy because they hit a big score, and they kicked the door open for a mob war in Denver. The war will grow to include going after the bodies of the dead, making morgues and cemetaries vulnerable. In the end, once it becomes apparent whats going on, the players will eventually realize that the man that gave them the go ahead was pulling the strings all along.
The war will start slower, and those runs will be mixed in with other runs (as the gather the last few things for the Jurassic Park they are unknowingly helping to open), but before long I plan to make Denver messy. Throughout it all, the boss that they started with will make it worth their while to help ensure his 'family' is on the 'winning' side of it all.