Diehard : Once per day, an attack that would reduce you to less than 1 HP, reduces you to 1 HP instead.
Divine agent : Once per game session, when you are subject to a Finishing Blow while your hit points are below 1, you automatically heal to a hit point total of 1.
The only 2 ways I know of to lessen the impact of dice explosions almost instantly killing player characters.
Both of these are countered at the same time, by a single PL5 bane :
The target is immobile (can’t move from their current space) and unconscious. They have disadvantage 5 on all perception rolls and are incapable of moving. As a result of being completely incapable of movement, an incapacitated character can be the victim of a finishing blow.
No dropping below 0, so no Diehard.
No finishing blow while the character is below 1 HP, so no divine agent.
It feels a bit cheap that 2 mechanics that seem to be specifically designed to give a character a second chance, can be completely circumvented by a single PL5 bane.
I’ll mention the Death bane here aswell. Not so much because it feels cheap (you need an attribute score of 9 for this one after all, so you kinda expect something from it), but because it kinda feels redundant. There are but two differences between the Death bane and a PL9 incapacitated. And that is the Death bane can’t be invoked using Influence, and the Death bane will kill a creature after 3 failed saves (which is about a 9% chance), while incapacitated will just last for a minute.