It all depends on the aspect of the background count. If the background is aspected towards the character's actions\traditions, then he gets a boost, something to help with that is to work with the GM to compile a list of abilities that you gain in those situations. Also, it's best to keep track of what you used to buy what when in an ebb\area aspected against you. Example: A devout Christian adept would gain certain powers in a church, or areas aspected to Christianity. While in an area aspected to blood magic, he'd lose powers, unless he was planning to kill everything that's moving. Sadly, as a player, you have to deal with the GMs call, and towards the beginning of the game, before the GM is truly familiar with your character, you might end up on the wrong end of some bad calls. St. Nougat's idea is pretty good for helping to alleviate this problem, but reduces the benefits towards picking your own ground to stand for adepts. Of course, this same phenomenon also tends to benefit or hose shapeshifters, drakes, dragons and any other dual-natured creature. So, if you are a member of a magical tradition, make sure you and your GM are aware of not just what the tradition is, but what behaviors are expected of a member, and whether there's any actual religious beliefs attached to it.