There are three races in the Chicago Sprawl are Human 1.0, Human 2.0, and Synth.
Note: Material in this section is lifted directly from Interface Zero 3.0, with minimal rework done on Androids (Synths).
The world is changing, but ordinary homo-sapiens still dominate the planet. Humans are tough, adaptable creatures who face adversity head-on. While they may not have some of the distinct advantages of their enhanced peers, humans get by through being more adaptable.
Adaptable: Humans have great variation among people and cultures. Characters start with a free Novice Edge of their choice (and must meet all the Edge's Requirements).
Mocked: A lifetime of belittling has hardened baseline human psyche. Human 1.0 start with the Strong Willed Edge.
You were born with the best genes money can buy. Your parents went to a design house early in your mother's first trimester and began a series of genetic treatments designed to give you every chance of living a life they never hand. Your DNA cocktail might include mental traits from some of the greatest minds of the past 60 years. Alternately, you might have some kind of artistic or athletic ability. In any case, you're better than most people around you in some ways, and you know it. It's not your fault. You're just built that way.
Better Genetics: Superior genetics and training provide the ability to overcome all challenges. Human 2.0 gain the Overconfident Hindrance.
Better Physical Capabilities: Human 2.0 starts with d6 in one Attribute of their choice instead of d4. This increases the maximum for that Attribute to d12+1.
Skilled: Human 2.0 gain one extra Skill at d6.
Prettier: Human 2.0 starts with the Attractive Edge or with a d6 Vigor instead of d4. This increases the maximum for that Attribute to d12+1.
Synths resemble humans and were designed with them in mind. They have bipedal forms within the usual height and weight ranges of humans. However, no one would mistake a synth for a human in good lighting. Their skin is made of a damage resistant fiber microweave, usually grey, but sometimes chemically treated to sport the trademark colors of the corporation that owns them. Their eyes are glassy and lifeless, though they are programmed to blink at regular intervals to maintain a more comfortably human-like appearance. Synths are often bald: hair is usually another attempt at humanizing their form or further corporate branding.
Construct: Synths are artificial beings. They add +2 to recover from being Shaken, ignore one level of Wound modifiers, don't breath, and are immune to disease and poison. Wounds must be mended via the Repair skill. Each attempt takes one hour per current Wound level and ignores the "Golden Hour".
Cybernetic: Synths do not have a maximum Strain and do not suffer from Cybertrauma. Synths also cannot benefit from Bioware.
Dependency: One hour of electrical charging per 24 hours. Without the required power, a character becomes Fatigued each day until Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate charge restores a level of Fatigue.
Environmental Weakness (Electricity): -4 to resist electrical hazards. +4 damage from electrical attacks.
Outsider (Major): Synths subtract 2 from Persuasion rolls when interacting with anyone besides other synths and have no legal rights in most areas (they're generally considered property).