The Stars are Fire
Synthetic people have been called many things, including simply synths, androids, robot mimics, and, depending on how they act, killer robots. Their origins are varied. In some cases, they're the result of corporate research into "products" that would serve humanity as assistants and companions, but later gained sentience. In other cases, synthetic people are the result of a state-sponsored program to develop war machines or automated assassins that looked like regular people. Another origin for synthetic people is through the design of awakened (and inimical) AIs as part of an effort to kill off all regular biological people. Now they roam their environment looking like anyone else. Some synths try to fit into whatever kind of society they can find. Some may not even know that they are not human. Others are bitter, homicidal, or still retain their programming to kill. Some of these may have even shed some or all of their synthetic skins to reveal the alloyed mechanisms beneath.
Motive: Varies
Environment: Nearly anywhere, out in plain sight or disguised as a human alone, or in gangs of three to four (Other)
Health: 24
Damage: 7 points
Armor: 2
Movement: Long
Modifications: Diisguise and one knowledge task as level 6
Combat: A punch from a synthetic person can break bones. In addition, some synths (especially of the killer variety) can generate a red-hot plasma sphere once every other round and throw it at a target within long range. The target and all other creatures within immediate range of the target must succeed on a Speed defense task or take 7 points of damage.
A synth can take a repair action and regain 10 points of health. A synthetic person at 0 health can't repair itself thusly, but unless the creature is completely dismembered, one may spontaneously reanimate 1d10 hours later with 4 points of health.
Interactions: Synthetic people that pretend to be (or think that they are) human interact like normal people. But an enraged one or one that's been programmed to kill is unreasoning and fights to the end.
Uses: A group of refugees who need help turn out to include (or be entirely made up of) synthetic people. Whether or not any of them harbor programs that require that they kill humans is entirely up to the GM.
Loot: One or two manifest cyphers could be salvaged from a synth's inactive form.
GM Intrusion: The character is blinded for one or two rounds after being struck by the synth's searing plasma ball.