Proposition:
Revelation: this card is played to your threat area. No other game effect can prevent this, or remove this card from your threat area. At the end of your turn, you are killed.
If you defeat yourself this turn as part of the effect of a spirit card resolution, you may carry over experience (half? minus some number?) when replacing this investigator after the scenario.
This would allow it to push the narrative and give some interesting incentives without the brunt of the devastating XP penalty it can burden the players with. It might actually be interesting to have to choose on the resolution of Doomed whether to defy fate (giving you Accursed Fate as it stands -- a longer timer, but enforce death with XP loss) or accept fate (giving you a different card with a shorter timer but allowing you to blow yourself up to carry XP over to a new investigator).