Module: CONSUMPTION
Main Feature: Basically I love curse systems and think we should have one for death. You can make little sacrifices to make dying easier, but they will make your life a bit harder. So, at the expense of your curse score going up, you can a.) get some food, leather/gold armor, and a stone sword (all broken a bit, maybe with some custom names). For a bigger curse cost, you can get some dropped armor items back (basically whatever your undead player picks up). For the two greatest curse costs, you can get your items back or you can get teleported to your death point.
What exactly curse does is up for debate, but the system that I had for the rejected rituals module was that your curse score was a percentage chance for newly spawned mobs to be super strong.
Finally there would be a "salvation" or "cleansing" mechanic that would allow you to get rid of your curse. I personally think a very high XP sacrifice would be good, since it would create a downward spiral. When you die, you are now more likely to die more, and now when you need to get like 60 levels to cleanse yourself. This, like curse, doesn't matter too much to me as long as its fun.
Bonus Feature: there's a /kill command on me until i finish #lifesprings
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