DIVINE PROTECTION [-1]
Description: God, or some similar force, protects you and yours.
Skills Affected: None.
Effects:Bless This House. Whenever you are inside a threshold, add 2 to the strength of that threshold.
Armour Of Faith. You may take an action in a conflict or a few seconds outside of one to call upon the protective power of god. This lets you give armour 3 against all physical stress to any number of characters for the rest of the scene, at the cost of 1 Fate Point per character.
HOLY TOUCH [-1]
Description: You radiate holiness.
Musts: You must have the Righteousness Power in order to take this one.
Skills Affected: Conviction, attack skills.
Effects:Holy Touch. Your presence is like holy water, which can hurt or drive away many monsters. This allows you to use your Conviction skill for maneuvers and Declarations based around the use of holy power, and may expand the range of Compels that you can inflict. All of your attacks satisfy Catches that have to do with Holy Stuff, and any attack you make against a character that is vulnerable to holy power inflicts two additional stress. As a general rule, vulnerability to holy power involves having a relevant Catch or High Concept.
PS:
While I realize that the requirement to spend a Fate point limits its use somewhat, isn't armor:3 to all physical a bit much for a -1 refresh power (and especially one that grants other benefits, however weak), let alone the ability to grant armor:3 to others?
No.
As a general rule, people can be expected to have armour ratings from actual armour. This doesn't stack with those. Unless you have no Toughness and no protective gear, it's a pretty marginal benefit.
And it takes an action.
If you gave my character this Power for free, I'd rarely use it.