[ ] Affliction of Powerloss
"All Curses are crippling," as the aphorism goes, but this Affliction especially so. The Apocryphal Curse doesn't have a monopoly on probability manipulation, having the rug pulled out from under you at inopportune moments versus foes with Rank or Ruling Ring-type effects would be unfortunate. No Combat-type should ever pick this; even if it's technically possible to regain what you lost, why would you choose to sacrifice the power you paid such a high price for? A bit better with Progression, you can grab as many growth multipliers as possible and try to shelter them under the preexisting mitigation umbrella, ideally just winding up with extremely elastic power-levels.
Take this alongside Indenture, laugh, and try not to spend all your Remittance Value in one place. Seriously, what a non-Curse, it's an incentive to explore and take in the wonders of countless worlds! Travel to unusual places, meet interesting people, and kill them to complete Geas tasks! The conditional activation of the Apocryphal Curse is inconvenient, certainly, but if you truly wish to stick around it's not like it gives the Apocryphal additional scaling based on how long you linger beyond its inherent ability to match Cursebearers. There are inconvenient interactions with stuff like Inner Sanctum, the baseline Curse prevents you from making your own paradise dimension and towing it along with you, but that's what mitigation is for. The ability to return to a set area after enough time's elapsed would be neat too, but Indenture makes it less important.
This Doom's awful at first glance, and you have to question the sanity of who or whatever thought it was a good idea to slap the Accursed with
this in the first place. But what constitutes a person? If you can redefine personhood through either sophistry or mitigation to include wildlife, targeting things that are sentient but not sapient, it becomes tolerable. You're pretty much locked into vigilantehood in the beginning, though, better hope your starting Remittances give you divination or sensory powers to locate the really reprehensible.
A friend on the force would be valuable early on, but a Progression-type'll swiftly outscale the ability to sate themselves hunting down metaphorical monsters. I can see this working as a Combat-type, find yourself a nice forever war or righteous cause and go to town. Surely no coincidence that the Doom of the Murderer makes becoming Doomguy a viable path, but the disincentive to grow stronger is a seriously dangerous downside. But still, wouldn't Doom of the Murderer make the Decimator's Affliction... comfy? Taken together, with enough callousness to let it run, you'd be riding a neverending high. Not sure if synergistic or likely to Sparta-kick someone off the slippery slope.
[ ] Brand of the Eldritch
This Brand reminds me of Broken Kaleidoscope. I like its aesthetics, though insanity on a timescale of minutes is a painful downside even for a Major Curse. Still, there are ways to work around it. Interacting with civilization through an immunized proxy - might as well lean into the Lovecraft and call them a Herald, the Nyarlathotep to the Cursebearer's Azathoth - is the obvious one. The insanity-inducing effect is a potent deterrent as well, even if enemies go mad in ways that don't impair the threat they pose, lots of people value their sanity and wouldn't want to engage in brinkmanship with someone with such a track record. Take the Plenary Brand alongside this, double the soul-shattering ineffable majesty, double the fun! It's a shame the Accursed wouldn't look kindly on seeking out worship-fueled power sources given his origins...