Kaleb wrote: Page 31 of Psyscape talks about the Faculty of Psychic Technology and it seems that this small school teaches how to do this.
Correct. The main issue is that details are lacking on how this is done per say (is it for an existing class, is an undisclosed class, is a modification of an existing class).
I do not think the Psi-Tech class would be the best fit. AFAIK they don't build psionic devices, what they do is soup-up/maximize performance of tech using their powers without using ISP (ability #3 and #4 on pg75 WB12). They don't seem to know how to "enchant" tech.
Arguably the simplest approach would be to "tweak" either the Gizmoteer RCC from SA2 or the Techno-Wizard OCC from the main book.
There is some precedent for "tweaking" the TW class for orientation from World Book 1 Vampire Kingdoms (ORIGINAL) on pg171 found in the Vernulian Entry (NOTE: this aspect seems to have been removed with their update in WB30: DB of NA) but it reads in the Available OCC section "or techno-wizard with a psionic/I.S.P. orientation. P.P.E and the other forms of magic are foreign to them, but in time, the Vernulians can learn magic too". AFAIK that is the only instance this is brought up and details are lacking on how that "psionic orientation" is supposed to work with the class, but it seems to be present (Vernulians use existing OCCs). Some of the Stone Master's gem powers include psychic options (doesn't cover all psychic powers though).
Gizmoteer RCC from SA2 (pg157-9) is a bit broken when you consider the "convert an energy weapon to psionic energy" (recharging it means 1ISP per shot, leaving a broken conversion rate given if this is done to the 3d6x10 laser cannon in SA2 would cost 1ISP, but a 1d4 laser pistol could also cost 1ISP) via Class ability #2 Create techno-wizard Devices (that rely on psychic powers), class ability #1 can be a bit broken (more so at higher levels as at 15th Level you'd be looking at, +7 damage die, +65% to range, +150% to energy payloads, +60% to speed or piloting modifier) even if they are short term (and potentially device ending, so this aspect is balanced if enforced). In terms of mechanical/electrical skill in the OCC package they are lacking for a "building" class dependent on their powers (granted "Related skills provide 4, but lack of standardization).
Regarding just using the Gizmoteer RCC as is with no fixes, There is precedent that during this time (in Rifts Publishing history) at least some RCCs are available to various races such as the Main Book (pre-RUE) Burster and Mind Melter were classified as RCCs (WB12 adds to the list like: Nega-Psychic, Zapper, and Psi-Druid/Tech/Nullifier/Warrior and WB2 allows True Atlanteans to be Mind-Bleeder RCC) and this would also include the Amaiki's Duelist RCC (SA2 just before the Gizmoteer in the book). Now it should be noted that the Gizmoteer in SA2 lacks text indicating this RCC is subject to this precedent.