I'd suggest giving him an escape clause power or item that allows him to get out of a particularly bad situation... but has limited or better yet, GM controlled (thus intelligent) uses.
Some Examples:
- A teleportation device. Perhaps it has to be attuned to a particular spot with expensive reagents, or it takes significant time. But it should not have a time-limit... so if the PC forget's to attune the object, it might send him back to the tavern room (now occupied) that he was staying at 3 games ago. He doesn't know how to control it... or it's emotion triggered, fear is a good one. If he ever has to use his "escape clause", make sure the game is a bit tougher afterwards... the enemy has time to regroup, finish the evil ritual, what-ever. If he teleports too much, an enemy can always send spies to find out how... then set up an ambush at his "return site".
- Another good one is the power of premonition... gives him for free the ability to see "signs and portents", give him intuition and/or danger sense. Then if a game goes horribly wrong, let him "wake-up" from it... it was just a vision. He ofcourse has no control over what is and is not a vision. Be sure there are penalties for assuming he'll "wake-up"... permanent injuries after a series of rekless acts is good, or even impose a "shaken" state for the remainder of the game after he wakes up (meaning he'll have to be even more cautious)... after all, he knows that death can very likely occur.