Yeah I think choosing the correct theme would go a long way explaining the party setup.
The theme in this case is some evil "undead" (infected and a shedim) working together because of ... reasons

(yep not quite done here)
I guess I want the badguys to be a bit tougher than a starting runner in a 1vs1 fight, Im a bit doubtful of the outcome if they become a lot stronger.
Ok, so the first Evil character (played be a lucky player in the initial scenario) is a master shedim force 4.
Attributes = as a force 4 master shedim
Powers = as a master shedim, with the caveat that astral gateway costs an edge point.
skills: assensing, perception, unarmed combat, spellcasting, con, intimidate all at skill level 4 and ritual spellcasting at skill level 6
Spells: manabolt, powerball, dream, mass reduce senses (sight), mass agony, foreboding, area thought recognition.
Rituals: Prodigial spell, curse, homunculus
The shedim player will start the game possessing an average human being.
He is decently physical capable (having 7 in all physical stats while possessing an average joe human) and has regenerative abilities (I guess he rolls 7body + 4 magic when possessing?) Those physical merits also allows him to focus more on the niche skill : ritual spellcasting without gimping the character.
The next character is a vampire bloodmage
Attributes= as a generic human vampire
Skills= assensing 3, perception 5, Unarmed combat 3, spellcasting 6, ritual spellcasting 3, counterspelling 3, conjuring 5, blades 6, running 5, sneaking 6
Spells= firewater, mist, shapechange, alleviate allergy sunlight, bugs, borrow sense
Initiate grade 1 with the sacrifice metamagic
A closecombat mage, buffing his spellscasting/summoning with the blood he draws from his blade (might give him a force 1 weapon focus)
The third character is a cyber ghoul
Attributes= as a generic human ghoul + various cyber enhancements
Skills= unarmed combat 6, Automatics 4, assensing 4, perception 5, intimidation 6, running 3, sneaking 6, gymnastics 3, tracking 6
ware: (he has 1,125 essence and bought his magic back to a manly one )
titanium bonelacing
used reaction enh 1
used olfactory booster 5
used air tank
used taste booster 5
used adrenalin pump 1
used simrig
Pretty tough no-nonsense combat bloodhound ghoul, but also the only one lacking regenerative powers :/ and extra initiative dices.
He furthermore has addiction moderate: simsense snuff. And he prefers making the recordings himself, reviewing them in VR (where his lack of physical sight wont hinder him)
The last character is an Elven Banshee(from SR4) toxic alchemist mystic adept
Attributes= bod 3, agility 4, reaction 3, strength 3, willpower 5, logic 3, intuition 4, charisma 6, magic 4
skills: assensing 4, influence group 5, acting group 5, alchemy 6, sneaking 4, throwing 4, perception 4, unarmed combat 3, ritual spellcasting 1, summoning 3
Preparations: pollution wave, control actions, physical mask, opium den, decrease willpower
Adept powers: combat sense 1, voice control 1, traceless walk and likely 2 more powerpoints of stuff.
Powers and weakness: as in SR4 (its more like an elven version of a vampire)
Havent really decided on the characters toxic mentor spirit yet, also could use some more preparations and adept powers.
So how do you think the internal power is in the party? is one of them überpowerfull compared to the rest? is one of them hopelessly lacking behind the rest?
Do you have any suggestions on cool fluffy powers they just cant live without?
Say the evil party got seperated, how much is 2 of these a challenge against a party of 4 runners?