Hi...I was wondering when you'd discover the forum, Erich...
Well, the character isn't using mortal magic, and isn't a mortal (strictly speaking). So, the Laws don't apply (although a Warden might make a mistake...) This is my take on the power.
My basic concept was to treat the actual 'mind-reading' power like Evocation. So, one mental stress for attempting it, +1 stress if the target is inhuman (RCV, etc.), target defends with Discipline, each shift grants one piece of information/aspect (telepath has to state what information they're looking for, and they get just that), failure equals no further attempts vs that target that scene. Consequences can be taken to avoid stress per normal. Example: players are trying to discover if thug x killed someone important. Thug has Mediocre Discipline. Telepath shudders a bit, and risks a probe, gets two shifts. They discover if the thug actually did kill the vip (but no details...if, for example, the thug was there but didn't shoot the guy, they don't learn that) and one aspect (Just Following Orders).
Obviously, high Discipline targets (who are going to know important info) are going to be harder to probe... And any character with actual mental defenses is going to know what just happened (or what was attempted) and is likely to be EXTREMELY unhappy.
I think the above should prevent rampant mind-reading in the campaign (and actually, the person likely to be making the suggestions to mind-read everyone isn't the player who's taking the power, imo...need I say more?). It should also make the ability useful without wrecking mysteries/intrigue.
And I'll revise my earlier statement, then. I can't drink beer, and you SHOULDN'T be drinking...since you're trying to get back in shape to whack people with nasty pointy things. (Or is it long pointy things, or nasty blunt things?)