EntropyEnginear
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Can you explain this part a bit more? Is it because you begin to pre-emptively qualify for the requirements to break the curse?
Each chaos gacha curse comes in three different fulfillment clauses. One and done(rare), ones with escape clauses(common), impossible to break(intervention) prevents the user from rolling the curse gacha), multiversal enmity(spawns creatures from the familiar gacha to attack the user and those around him on a regular basis, no escape clauses given either be design or as an oversight by Bronz, would urge author to give it an escape clause).
None of the curses are lethal, and ALL of the escape clauses can be found in the gacha. For accepting a curse you gain gacha tickets, for solving the curse you get a gacha ticket. Meaning each curse and it's subsequent gacha roll inevitably breaks another curse quickly escalating till either all the curses are gone, or the intervention curse is rolled.
This is the ultimate curse gacha cheese and why intervention curse is a thing to begin with. It is the ultimate hail Marry of the Chaos Gacha, an exchange of suffering for a hope of an edge against the house.
By making curses cast at Creed transform into curse gacha tickets you have made him a ticking time bomb allegory for Free Will, where the gods or fate attempting to curse free will inevitably strengthening it till it reaches the level of Creed's siblings.
Also… there's NOWHERE in the gacha that says you lose the gacha after death. Not a single iota says that it goes away when the user bites it. So even death wouldn't stop the rolls. Sure it would suck if he was killed, but for all intents and purposes Creed is inevitable, who's only weakness is being boring.