Urban wanderers spent their formative years traveling between a wide array of cities and cultures. Unlike those from the cosmopolitan culture, these expert travelers lack the local roots in a single metropolis. Instead, folk raised in this way are exposed to even wider spectrums of cultures, languages, faiths, and shades of legality. Often coming from children raised by traveling merchants, diplomats, career military personnel, etc., these folk are skilled at quickly making new contacts and getting answers in strange new cities.
### Ear to the Ground
You’ve become an expert at navigating a certain segment of society. This might be the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. You choose this social group at 1st level, and it cannot be changed. Work with your Narrator to choose a different background from your own to represent this segment of society. Whenever you visit a new city or large town, roll for a new connection from that background. This connection is transitory, and the next time you enter a city or large town, they are no longer there and must be replaced with a new roll.
### Tool Versatility
You gain proficiency with any 2 tools of your choice.
### Skill Versatility
In the big city, you never know what skills you’ll need to get by. You gain proficiency in Culture, Persuasion, and one other skill of your choice.
### Urban Denizen
You know your way around big cities, and know how to find people in urban locations. You can make an Investigation check to learn the location of (or at the Narrator’s discretion gain a helpful clue to the trail of) a person by discreetly asking around in the right places. The difficulty of the check is DC 15 if the individual is not hiding, or DC 20 if they are trying to conceal their location.
### Languages
You know Common plus 2 languages of your choice.