Oh wow, that holy touch power is basically exactly what I think the corebook holy touch should be, and then some, nice! I'll definitely be taking that version in games where it's allowed.
Back on topic of the custom powers, i've been thinking on them on and off while at work, and I've come up with some revisions that i'd like to have pass inspection.
Providence -2
Description: Faith provides, granting you favor above and beyond simple chance.
Musts: The character must have taken Guide My Hand and Righteousness
Skills affected: Varies
Effect:
Faith moves Mountains: Your faith is strong. When taking this power, you gain get 1 free expenditure of a Fate Point to activate your holy powers. You may take this power multiple times, but the total amount of free expenditures cannot exceed your Conviction rating.
For providence I modified haru's suggestion and focused on the free fate points for holy stuff, effectively turning it in to a form of refinement for true faith powers. I added the conviction cap because I felt it might be abusable in higher refresh games. (granted you'd need to shove 10 refresh in it in order to get 5 uses in most games, but I figure it's better to have it and not need it than need it and not have it)
Weight of Belief -1
Description: The force of your convictions shake the world.
Musts: The character must have taken Guide My Hand.
Skills affected: Conviction
Effect: As long as you can justify it through belief, you may employ Conviction to do Declarations as if it were a Knowledge and Perception skill. This doesn't so much reflect actual knowledge or perception as your belief that things will go as they should, and the favorable outcomes Providence arranges.
Basically Belial's version of Providence as a separate/different power. I thought it was really awesome.
Grace Against the Dark -2
Description: Mortals who leave the safety of their homes may find themselves buoyed by the knowledge that a strong spirit can make all the difference when facing the unknown terrors of the world.
Musts: The character needs to have taken Righteousness and Holy Touch
Skills affected: Varies
Effect:
Hope Springs EternalStrengthened by the idea of a brighter tomorrow, the howling darkness of the beyond find you a much greater foe. When opposing a supernatural force, spend a fate point to reduce their rolls by 2 shifts for the rest of the scene, so long as that roll was in some way backed by a supernatural power. More than one fate points may be spent on this, but the amount reduced is only -1 per Fate Point after the first.
The Dark Yields -2
Your faith is such that even the wicked quail before you. When facing down a supernatural force, you may treat their toughness as being one step lower. Mythic becomes Supernatural, and Supernatural becomes Inhuman, and Inhuman goes away.
The real meat of this power is the primary effect Hope Springs Eternal, which is intended to act as an equalizer between a True Believer and various monsters and their ever escalating strength/speed powers and casters with their refinements. My primary concern as a point of balance is the interaction between it and Providence. They are intended to work together, but I worry that both together might be too powerful, or even that the basic effect of Hope Springs might be too strong.
The second effect is basically the benefits of soulfire turned in to a more general use faith power. I think I calibrated the refresh cost right, but let me know if I got it wrong so I can change it.