On Half Elves
Humans, especially from Korinth, could be half-elves, that is, descendants from one high elven and one human parent. These children always take after their humanity more than their elven heritage, they rarely communicate any elven characteristics to a second generation. As a result of their human leanings these half-elves are more respected in Dominion cultures than Korinthian ones. They are, however, rather unliked in both cultures where the phrase "pointy-eared step child" has become common. This is reversed to "short-eared step child" in Korinthian circles as a rule.
This trend, over time, has grown more common. To the chagrin of Korinthian purists. This is seen, by some members of the Solara Adorans, as sign of their prophecy that Elven and Human culture will one day merge. Half-elves are remarkable for this appears to be the only two races for which this inter-species relationship is possible.
In the event that your character is a half-elf you may forgo one or two of your Human trait points to purchase the corresponding amount of points from High Elf traits. Note that Wode Elves are aggressively reclusive and it's unlikely there are many, if any, Wode half-elves in existence, ask your director for permission. Finally, you cannot swap your Signature Trait.
Human Traits
Human heroes have access to the following traits.
Signature Trait: Detect the Supernatural
As a maneuver, you can open your awareness to detect supernatural creatures and phenomena. Until the end of your next turn, you know the location of any supernatural object, or any undead, construct, or creature from another world within 5 squares, even if you don't have line of effect to that object or creature. You know if you're detecting an item or a creature, and you know the nature of any creature you detect.
Purchased Human Traits
You have 3 ancestry points to spend on the following traits. (Quick Build: Perseverance, Staying Power.)
Can't Take Hold (1 Point)
Your connection to the natural world allows you to resist certain supernatural effects. You ignore temporary difficult terrain created by magic and psionic abilities. Additionally, when you are force moved by a magic or psionic ability, you can reduce the forced movement distance by 1.
Determination (2 Points)
A tolerance for pain and distress allows you to push through difficult situations. If you are frightened, slowed, or weakened, you can use a maneuver to immediately end one of those conditions.
Perseverance (1 Point)
Giving up is for other people. You gain an edge on tests made using the Endurance skill. Additionally, when you are slowed, your speed is reduced to 3 instead of 2.
Resist the Unnatural (1 Point)
Your instinctive resilience protects you from injuries beyond the routine. Whenever you take damage that isn't untyped, you can use a triggered action to take half the damage.
Staying Power (2 Points)
Your human physiology allows you to fight, run, and stay awake longer than others. You increase your number of Recoveries by 2.