Whenever I read Eclipse and look at the Journeyman-chain of abilities, I have to wonder: Why would someone choose to take this over Transcendence?
Journeyman allows you to buy some stuff as if you were of a higher level. The maximum for this is an additional +3. Transcendence removes this limit and works for everything.
For the original question, well, there were a few reasons that I was able to see:
- RP-requirements for Transcendence might annoy the player or don’t fit into the concept.
- If you only require a small boost to what you can buy for your character and thus don’t buy the full chain, Journeyman is cheaper.
- As you are limited on CP, you might only choose Journeyman because you know that you won’t have the CP to go far above your limits anyway.
Still, this was not enough to entirely convince me. So instead, I made a little Package-Deal. First, however, I would like to point you over here, so you can understand what I mean when I say that everything in this Package-Deal is Cyberware.
- Journeyman/Master/Grandmaster 4 CP (Specialized for reduced cost: Instead of applying to a type of ability, it applies to a specific ability)
- For example, instead of applying to spellcasting, it may only apply to a specific progression.
- Innate Enchantment (“Magitech”) 4 CP (all of them are continious personal-only CL 1 Level 1 effects, thus costing 1,400 GP [except for Resistance, which is a Level 0 use-activated effect, thus costing only 700 GP])
- Immunity/Stacking limits when combining innate enchantment effects with external effects (Common, Minor, Trivial; covers effects of up to level one, 1 CP)
- Immunity/the normal XP cost of Innate Enchantments (Uncommon, Minor, Trivial; only covers up to first level effects at caster levels of one, 1 CP)
For downsides, we have the following:
- Valuable (Magitech can theoretically be salvaged from your body… But you wouldn’t survive the procedure)
- Stigmata (The implants sometimes act up inside of your body, causing penalities if they do so while your body is in a moment of weakness)
- Hunted (It’s arcane-magical technology. The more violent druid-sects disapprove of both greatly, meaning you just made yourself an excellent target for their “Rage against the Machine”)
This makes this package a lot of trouble (especially since it’s Cyberware), but otherwise free.
With 10 CP invested in Cyberware, a lot of the downsides haven’t come into play yet (thanks to the enhancement boni), and when it comes to system-crashes, there is a chance it hits Journeyman, which doesn’t do anything at all in combat anyway (though you will want it repaired before your next level up).
Of course, with 10 CP, you could also go Transcendence…But good luck finding a restriction that works well enough to specialize the entire chain further (and have it allowed for that matter).