A Year in the City - A Feature not a Bug
One of the things I feel that is underutilised in the 5th edition of the game is the Background Feature.
I believe this is due to the Marvel-esque nature of how the current game is played. Since the Players rush from pillar to post attempting to save the world from a series of catastrophic events, and thus there is never a time to pause and let the campaign world/setting breathe.
Yes, this is the same gripe I have about the underutilisation of Downtime.
And both can be solved through the use of "Strict Timekeeping".
This post was inspired by one of the Players in the Waterdeep Campaign.
"Player: For my character, I took the Acolyte background which includes attaching my character to a temple and that includes free housing. I don't know how that will work in with your rules here."
They were referring to how their Background Feature interacts with the Lifestyle Expenses we would be using as:
Acoltye's Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
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Which led to me scanning through the current allowable Backgrounds, and seeing how they interact with the rules/systems we already have in place.
The following are the alterations/clarifications I have made to the Background Features for this specific Campaign setting:
Faction Agent's Safe Haven
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
As a large part of the module encourages the characters to join the different Factions I won't be tying this to the Gaining Renown Downtime activity, and instead will make it a re-flavoured Religious Service Downtime activity, you are gaining favours you can cash in. You will however start with 1d4 additional Renown with your chosen Faction.
Everyone may additionally perform the Gaining Renown Downtime activity to increase their standing with the factions they join. Though when the Faction Agent does this, they will have to pay their own Lifestyle Expenses.
The Player Characters may join more than 1 Faction, though may be penalised if the goals or ideals of those Factions are in conflict.
Entertainer's By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theatre, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
To gain the benefits of this feature you must perform the Work Downtime activity. When you perform in a Modest inn, but entertain enough to make tips that cover a Comfortable living you can choose to upgrade your lifestyle (pamper yourself) or pocket the difference. Conversely, if you perform at a higher class establishment but fail to cover your 'residency', then you must pay the difference.
After a successful workweek of Performing there is a 50% chance any (humanoid) NPC in City has heard of you and is an admirer, gaining a +1 on the Social Interaction Roll for the next workweek.
Gladiator's By Popular Demand
Very similar to the Entertainers feature. It differs in that you instead take the Pit Fighting Downtime activity. Using your winnings to cover your stable costs and the promoters fee. Failure to cover these costs, means you are either in debt or they wager you in riskier fights (vs beasts or monsters, or to the death) to cover their losses.
After a successful workweek of Prize fighting there is a 50% chance any (humanoid) NPC in City has heard of you and is an admirer, gaining a +1 on the Social Interaction Roll for the next workweek.
If the workweek ends in failure, there is a 25% chance any (humanoid) NPC in City has heard of you and is not an admirer (maybe they lost money on you), gaining a -1 on the Social Interaction Roll for the next workweek.
Guild Artisan/Guild Merchant's Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 1gp per month to the guild, or 10gp for a year's dues paid in advance. If you miss payments, you must make up back dues to remain in the guild’s good graces.
In a city like Waterdeep, where the Guilds wield a lot of power, as long as you are in good standing with your Guild they will use "Guild Law" to aid you. In return you are expected to compensate them through goods or services. The Food and Lodging they provide is at your place of business, workshop, or Guild hall, and you will only gain the benefit of this by performing the Work Downtime activity. Though unlike the Entertainer you do not get to adjust the lifestyle to reflect how business went that week
Courtier's Court Functionary
Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favours you seek, and what the current intrigues of interest in the group are.
In a City like Waterdeep, full of petty schemes and bureaucratic red tape, to take advantage of this system will require either a downtime period of Research (to rifle through the documents at the Courthouse) or Carousing (to do a little politicking of your own) depending on what precisely it is you are looking for.
Sage's Researcher
The Cloistered Scholar's Library Access will be treated in much the same manner.
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
This will require a period of downtime Research, but may include the Monster Research & Desire's from Tasha's. The period of Research may be extended if external correspondence is required. As it will take time to send your query to the Sages of Candlekeep, the Vault of Sages in Silverymoon or any of the other Myriad Sages and Academics across the realm.
Some of the Sage Speciality's may be used to find additional Work in the City.
City Watch/Investigator's Watcher’s Eye
Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter.
As long as you are in good standing (not committed a crime) with the local law you gain a +1 bonus to Social Interactions with the Watch, but a -1 penalty when dealing with any criminal element. If you are found guilty of committing a crime you instead gain a penalty to future run ins with the law, and no bonus with the underworld as they still see you as a 'cop'.
Charlatan's False Identity
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
The effectiveness of this Persona will be governed by the Create a Disguise - Disguise Kit tool proficiency or the Quick Fake - Forgery Kit tool proficiency found in Xanathar's Guide. Especially if used to go Carousing with the Cities upper crust.
Mercenary Veteran's Mercenary Life
You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and feast halls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle.
This will take a downtime period of Carousing (Lower class) as you catch up on the local gossip and the flow of Companies across the region. But this does mean you will know where you can find some fresh faced recruits (Hirelings) looking for work. You can also find Mercenary Work by utilising the Special Work downtime activity Hiring Out as a Bodyguard, Sergeant at Arms, or even Caravan Guard.
Though it could take you out of the City for an extended period as you travel with the trade convoy, and a Comfortable Lifestyle is not guaranteed.
Noble's Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
You can naturally go Carousing with the Upper Class though may have to dress down (disguise) to be seen drinking at establishments beneath your station. You gain a +1 Bonus to Social Interactions with those of Aristocratic to Modest lifestyles, and a -1 penalty when dealing with those of Poor and below lest they take you for some visiting fop and an easy mark.
You must also maintain a Wealthy or Aristocratic lifestyle lest rumours begin to swirl, damaging your reputation and standing within the City.
Waterdhavian Noble's Kept in Style
While you are in Waterdeep, your House sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family’s estate in Waterdeep to settle what you owe.
This advantage enables you to live a comfortable lifestyle without having to pay 2gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual monetary reward.
As long as your House remains in good standing, and you do not disgrace them by say; "running around in the sewers like some sort of common adventurer", you can expect this treatment to continue. And while it does, naturally you are a frequent face or fixture at any Upper-class soiree (Carousing), gala opening or opera evening.
You gain a +1 bonus to Social Interactions with other Nobles or those who might seek to ingratiate themselves with your House. If you are arrested for a crime, your House may attempt to have the sentence commuted (at great cost), or failing that, will secure YOU the best legal aid they can.
Folk Hero's Rustic Hospitality
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
You find common place amongst the cities underclass, and when utilising this feature you can ignore the cost of life expenses for Poor, Squalid or Wretched. However, if you are on the run from the Law or hiding from other People, there is a 10% chance per workweek spent like this that you are either captured or turned over.
You will be considered as owing a favour (as Religious Service) to those who housed you.
2 favours if you are being actively hunted or sought.
You gain a +1 bonus to Social Interactions with those considered the common folk (modest lifestyle or below).
Pirate's Bad Reputation
No matter where you go, people are afraid of you due to your reputation. When you are in a settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
As Waterdeep is a Port City and a major trade hub there is a 50% chance any (humanoid) NPC in the city has heard of you, if they have they will react accordingly. You gain a +1 bonus to Social Interactions with the seedier denizen's of the City. And a -1 penalty to interactions with Law Enforcement.
While you can get away with minor criminal offenses in most settlements, Waterdeep has very stringent Laws. You may wish to familiarise yourself with the Code Legal to see just how far these laws can be bent. You will find yourself more at home in the lawless Skull Port.
Sailor's Ship’s Passage
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
If you are a Sailor staying in Waterdeep for any length of time, you are most likely on leave. And likely wont find much use for this feature, however you can use a Modified Hiring Out to find Work as a Deck Hand or Officer. Though this may take you away from the City for an extended period, as your ship could be headed for as close as Luskan, or as far as the distant shores of Chult.
As Waterdeep is a Port City and a major trade hub you gain a +1 bonus to Social Interactions with the dock workers of the City.
Criminal's Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
You gain a +1 bonus on Social Interactions with members of your Guild, and a -1 when interacting with Rival Guilds or the Law (but only if you have been caught or convicted of a crime). Given there are several competing underworld interests across the back alleys of the city, you will need to be careful of who you pass missives to. You may also wish to familiarise yourself with the Code Legal to see just how far these laws can be bent.
Spy's Criminal Contact
Very similar to the Criminals feature. It differs in that your contacts are part of a wider network and thus are a mix of those used by the Criminal and those of the Faction Agent, in other words they are situated across all stratum of society, and you will have regular contact with a Handler, who directs your objectives.
If you are ever caught or convicted of a crime you will gain a -1 penalty on Social Interactions with the City Watch. A reminder that the penalty for Espionage is DEATH or permanent exile.
Hermit's Discovery
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.
This still requires working with the DM to determine the details of your discovery and its impact on the campaign
However, the true ramifications of the Discovery you have made in seclusion will require long periods of further Research, in actual libraries. And there is a 10% chance per work week that the things you are uncovering were not meant to be known by mortal minds (INT Save vs the characters INT score); resulting in a short-term (failure), long-term (fail by 5 or more), or even indefinite madness (crit fail).
Soldier's Military Rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
The City Guard won't just let you waltz into their barracks or raid their armouries and start ordering around grunts, but for a member of Force Grey in good standing, that may be different.
You do gain a +1 bonus to Social Interactions with the City Guard and Griffon Calvary. Or can find other Work by utilising the Special Downtime activity Hiring Out as a Bodyguard, Sergeant at Arms, or even Caravan Guard.
Though it could take you out of the City for an extended period as you travel with the trade convoy, and the Lifestyle is not guaranteed.
Knight of the Order's Knightly Regard
You receive shelter and succour from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community—whether a lone settlement or a great nation—that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals.
This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the Order helping to smuggle a knight out of town when he or she is being hunted unjustly.
To gain the benefits of this feature you must provide the Order with a period of Religious Service Downtime. Allowing you to accrue the favours you can expend on requesting further aid. And as long as you are in good standing with your Order, you gain a +1 bonus on Social Interactions with its Allies, and a -1 with its Enemies.
Knight's Retainers
You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.
These "Retainers" are now considered as Skilled Hirelings and must be paid/treated accordingly. They can be sent on errands across the City for you, as long as it isn't obviously dangerous, and they will leave if you endanger or abuse them (they now use the Loyalty and Morale rules).
This could damage your reputation (As though Sowing Rumours) and gives a -1 penalty on Social Interactions with Hirelings, possibly meaning further replacements cannot be hired.
Urchin's City Secrets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
You know the best ways to avoid the more dangerous back alleys and which gangs turf is which. And are at home among the City's under class, gaining a +1 bonus on Social Interactions with those of Poor, Squalid or Wretched lifestyles.
But, take a -1 penalty when Interacting with those of a Comfortable, Wealthy, or Aristocratic lifestyle. There is a 50% chance of a -1 penalty when Interacting with the Law, this is 100% if you have been caught or convicted of a crime within the city.
Urban Bounty Hunter's Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Very similar to the Criminals Contact, except the Bounty Hunter only has a single point of contact; their Broker. And sometimes your hunt requires a period of Carousing as you gather information and begin to track your target. You gain a -1 penalty on Social Interactions with criminal elements (they are most often your prey after all), and a -1 penalty with the Law as well (they City Watch see's you as a nuisance, one step below outright vigilante and only a hair above rabid dog).
Though, as long as you are in good standing you do gain a +1 bonus with the City's Magister's (who see you as a blunt tool). A cautious reminder to familiarise yourself with the Code Legal so as to ensure you don't find yourself on the wrong side of the law.
Clan Crafter's Respect of the Stout Folk [Special]
As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
The only Background Feature I am limiting. Only available to Dwarven Players, due to the insular nature of the dwarven people and their small population (10%) within the City.
The only Dwarven Temple is found in the multi-faith temple of the Holyhands House of the North Ward. Any Dwarf with this feature will gain a +10% bonus to Social Interactions with fellow dwarves (regardless of Alignment).
The Uthgardt Tribe Member or the Outlander background may not find use as this will predominantly be an urban campaign.
Though you could substitute their Features for the Feature of the Far Traveller - All Eyes on You, as well as Origin for Why Are You Here.
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Though you will find yourself invited places a person of your station wouldn't normally be, Carousing with the Upper class. But this is more because you are a novelty. The general public of this civilised metropolis will regard you with suspicion if not outright hostility, bordering on bigotry. You gain a -1 penalty on Social Interactions with "civilised" folk.
Finally the Inheritor's Inheritance - This is the only one I don't think would gel well at all with the campaign as it stands.
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[Edit: Given the changes to the Social Interaction rolls (2d6 B/X to d% AD&D tables), all the bonuses/penalties gained from the Background Feature are now increments of 5%]
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