So, my players decided that my earlier idea of The Ghostbusters vs. Harry Dresden was fine for a short one-shot adventure, but not really fodder for a long-term campaign.
Oh well.
Instead, we've settled on more of a government consipracy theme... If you are familiar with them, imagine an independent organization like the Archer Foundation (from the eponymous Spycraft RPG setting) jointly funded by a consortium of national governments and international organizations. In recent years they've acquired all the resources and information of competing organizations like the Extraterrestrial Combat Operations Mission (XCOM!), the Bureau of Paranormal Research and Defense (Hellboy!), U.N.I.T. (Dr. Who!), the Ghostbusters and so on.
At any rate, the point is, the organization might not have spellslingers or wizards, per se, but they would make use of psionic talents and methods discovered during their research into extraterrestial biology and technology... Telepathy, Telekinesis, Extra Sensory Perception and the like.
I've already run across a thread or two discussing the possible game mechanics behind psionics. For my purposes, I'm going to use existing magical and supernatural powers, carefully picked and refluffed. As far as the rules go, they'll work more or less identically to magic, just with different special effects. The reasoning being that psionics are just, effectively, a sort of magic using a different source of faith and belief (pseudoscience!) to power them.
What I need advice on is: How would the assorted supernatural factions react to such an organization? How would the Seven Laws of Magic apply to psionics, or would they apply at all? And how might the White Council deal with mortals possessing magic-like supernatural powers, but who are backed by, funded by and take orders from mortal authorities?