Pretty late to this party, but just wanted to chime in here:
Since GORE magical spells are essentially slightly reworked versions of those from the old d20 SRD, you could look there for psychic power inspiration:
http://www.d20srd.org/indexes/psionicPowers.htm
http://www.wizards.com/default.asp?x=d20/article/srd35
I had in mind something exactly along these lines for psychics in a space-marine type game. Conversion factor musings:
- Effective Caster Level - Effective caster level is equal to one of the character's attributes: POW for anything that involves force or resistance, INT for anything that involves sensing or clever maniplation, CON for anything that involves bodily changes, CHA for anything that involves influencing others. The effective caster level determines various factors such as duration and potency.
- Cost - Paid in magic points (psychic strength). The base cost to activate a power is equal to the power level (gets pricey quickly). Beyond this base cost the character may spend additional magic points, with each point increasing the effective caster level by 1.
The main thing I'm not sure of with this system is how to allow for characters to "buy" psychic powers. Unlike spells these are things they wouldn't just acquire through studying a book typically. Some sort of skill-point exchange? Any ideas.