## Example ```json { "Race": { "name": "Race", "description": "Your ancestral heritage. Shapes base capabilities and how the world sees you.", "maxSelections": 1, "traits": ["Human", "Elf", "Dwarf", "Halfling"] }, "Class": { "name": "Class", "description": "Your trained vocation. Determines starting equipment and which abilities are most readily available.", "maxSelections": 1, "traits": ["Soldier", "Scholar", "Scout", "Healer", "Merchant"] }, "Background": { "name": "Background", "description": "Where you come from and what shaped you before adventuring. Adjusts base skills and gives one starting item.", "maxSelections": 1, "traits": ["Noble Household", "Working Family", "Frontier Town", "Coastal Port"] }, "Perks": { "name": "Perks", "description": "Edge traits — small advantages from biology, habit, or hard-won experience. Pick up to two.", "maxSelections": 2, "traits": ["Iron Stomach", "Light Sleeper", "Sharp-Eyed", "Quick Learner", "Bookish", "Patient", "Cool Head", "Lucky"] } } ``` ## Fields ### name Display name of the trait category, and **must be byte-identical to the outer map key** — the engine matches entries by key, so the key and `name` have to be exactly equal (same case, same spaces). A mismatch is a validation error. Build the map as `{ category["name"]: category }`. ### maxSelections how many traits from this category the player can choose. Set to `1` for mutually exclusive categories or to the desired multi-select cap. **`0` is empirically broken in the live UI -- the category renders 'Selected 0/0' and no traits can be picked.** For "pick everything that applies" categories, set `maxSelections` equal to the number of traits in the category. Typical values: `1` (single-pick), `3-N` (multi-select). ### traits **required** `Array`. Lists all trait names in this category. Validator errors if absent. > **📋 Note:** The validator checks `name`, `maxSelections`, and `traits` on traitCategory entries. > See [Authoring Guide > Traits](/mechanics/traits#traits-character-creation-depth-and-clarity) for the pattern on hiding trigger-only system traits from the character creator.