So there was this great line accompanying this illustration over on Blue Boxer Rebellion:
"Hand-me-downs and expired healing potions. It's a lifestyle."
Hand-me-downs? Expired healing potions? Sounds like a great deal for the miserly adventurer.
Hand-me-downs: You can take any starting gear (what you start play with) at 20% off as a "hand-me-down" from a retired (or "dead") or better-heeled adventurer who has moved on to other things. However, for each piece of hand-me-down gear, the GM secretly rolls 1d. On a 1, that piece of gear is going to fail this adventure and will let you down in a crunch - when it really matters. If a parry roll calls for breakage, it fails. If you depend on the rope, it snaps, etc. Treat this the same as Unluckiness, but it counts for uses of that particular piece of gear, not to the character overall. But hey, 20% off.
Expired Potions: Costs 40% of list ("over 50% off!" says the sign). Sold As-Is! No Refunds! When you drink it, roll 1d.
1 - potion is spoiled and is dangerous to the imbiber! Treat it as poison. Roll HT; failure results in 1d damage, success reduces this to 1 point of damage.
2 - potion doesn't work at all.
3 - potion works at half effect (or half duration, if the potion makes more sense)
4+ - works normally.
Healing potions of all sorts are a bit safer - roll at a +1. They won't be poisonous, but they might not work well.
Optionally, you get an additional -10% discount off the base price for each -1 to the roll, with a floor of 10% of base cost. This can make healing potions poisonous!
Also optionally, allow an Alchemy roll to taste-test to check the potion, per DF2 p. 14. Sorry, no sampling until you've purchased it! Again, No Refunds!
+Doug Anderson, thanks for the inspiration!