GURPS Powers (2005) expanded the rudimentary example of psionics in the Basic Set to the full 4e powers system. In GURPS a "power" is a set of related abilities that share a source (the energy that the power uses or manipulates) and a focus (the specific concept the power is themed around). Mechanically they have a Power Talent that adds to rolls to use the abilities of the power, and the Power Modifier: a shared modifier (typically a limitation worth -10%) that defines the limits of the power.
I've run (or at least started) a few different games since Powers was published, some like my new weird road-trip Desolation Road and my Transhuman Space technothriller Hearts of Oak, Souls of Fire, didn't use powers at all, but the rest did.
Xiá of the Empire of Heaven
The Blight Years
Psionics: Ergokinesis is not split (and Cyberpsi is generally unavailable); Telepathy works on all vertebrates; Dream Control does not exist (and there is no “dream world”); Optional Crippling Rules (GURPS Psionic Powers p. 7); anyone may use the Mental Maneuvers (GURPS Psionic Powers p. 11); the Jam technique (GURPS Psionic Powers p. 31) exists for all abilities; Telekinetic Control (GURPS Psionic Powers p. 54) and Telespeak (GURPS Psionic Powers p. 59) do not exist; and RL Exoteleport (GURPS Psionic Powers p. 70) replaces Exoteleport.
Imbuements: Psionic imbuements using the rules in GURPS Power Ups 1: Imbuements, and Psi-Powered Imbuements, Pyramid #3/12: Tech and Toys p. 24-26 (including the TK Bullet optional rule on p. 25).
Unfortunately this game never made it past character creation, but character creation did go well.
The Phoenix Imperative
Characters may have abilities as part of Powers. The most appropriate sources are Chi, Divine, Magic or Spirit. Depending on concept the power may include the abilities that make the character immortal in the first place.The system of miraculous prayer described in GURPS Powers: Divine Favor is certainly appropriate for many character concepts in this campaign. Taoist immortals might find powers in GURPS Thaumatology: Chinese Elemental Powers useful!
Unfortunately this game fell apart even before character creation was complete. I don't recall any of the characters that were made had powers or not.
Pickup Dungeon Fantasy Games
- Holy Might for (Dungeon Fantasy 7: Cleric's) Messengers and Rogues, War, Order (which became "Clerics of Order and Chaos" in Pyramid #3/78: Unleash Your Soul; Pyramid: Dungeon Fantasy Collected) and the generic good and evil powers from Dungeon Fantasy 1: Adventurers.
- Psi from Dungeon Fantasy 14: Psis. The mentalist PC especially revelled in "putting encounters in your encounters", which led to me expanding the table of psionic threats. "More Psionic Threats" (Pyramid #3/80: Fantasy Threats) originally included the expanded table but this was unfortunately cut for publication (I hope it can see print one day).
- Ninja powers from GURPS Dungeon Fantasy:Ninja. I also expanded these powers with power-ups for the ninja, and wrote this up for publication in Pyramid, but it remails unpublished.
- Druidic Arts