Ok I guess first character concept the character is a mentalist. The way the power works is he plants a hypnotic suggestion in the targets head in this case it would be survive this encounter. The effect is the target gets a sudden clarity to achieve this objective nothing else truly matters to them only survival.
Mechanic: Luck 3d6, Attack Versus Alternate Defense (Mental Defense; +0), Alternate Combat Value (uses OMCV against DMCV; +1/4), Usable As Attack (+3/4), Granter can only grant the power to others (10 Active Points) cost 30 pts
effect: the gm grants a single logical power to the target and effect lasts for one turn the strength of the power would be equal to the number of 6s rolled.