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It's not "Stealing". It's "Adding to my Inventory."
As much as the motto for the FPS is, " If it moves, shoot it," the motto for the Adventure Game and Role-Playing Game is, "When it's dead, loot it." or "Take everything that isn't nailed down or too heavy * and anything that can be pried loose is not considered nailed down. " (The latter advice appeared in the general strategy section of Infocom's manuals.)
When gaming began, and pretty much every game was Dungeon Crawling, this made sense. The hero was typically at least tangentially a treasure hunter, so looting ancient caverns was part of the job description.
When games started to move into different settings, though, the need to MacGyver up a solution to a puzzle from found items remained, and thus it stayed necessary to pick up everything you could find, especially since absolutely essential items might be Lost Forever unless you grabbed them while you still could. In populated environments, this makes the hero come off as a bit of a kleptomaniac.
Fortunately, hardly anyone ever notices. In fact, as you wander around the world, particularly in RPGs, you will repeatedly just waltz uninvited into every house in the town, smash the breakables and loot it right before the owner's eyes, and be told " There are many guards in the castle."
Any game where theft is the main object (e.g. the aptly named Thief series) or thieving is a major character option will make stealing many things quite challenging, naturally enough, and there will usually be quite a few red herrings in the way of worthless items, booby traps, and so on. There will still probably be some sucker who leaves his door and chest unlocked, though.
Sometimes the logical picks up, and instead of finding loot you find underwear.
Constant theft leaves your character carrying a ludicrously unfeasible weight. Somehow, he can run, jump and fight whilst carrying five swords, an axe, three daggers, four staffs, two bows, two hundred arrows, a spare suit of armor, twenty scrolls, a dozen books, thirty potions, ten thousand gold coins and a vast assortment of miscellaneous crap.
Note that this trope refers to the player's behavior of having the irresistible urge to pick up anything that is not glued to the floor. A game might have consequences if the player is caught trying to steal an item, but if that same game allows for some other way for the player to get a hold of that item (sneaking, murdering the owner of the house, pick up everything and escape before the guards show up, etc) just so they can make fat loot to sell, then it is still subject of this trope.
A subtrope is Empty Room Psych.
For items you may obtain in this fashion, see Vendor Trash and It May Help You on Your Quest. Contrast Money for Nothing, Worthless Yellow Rocks.
If you can steal from shops, however, be aware that most shopkeepers' policy is Shoplift and Die...
See also Ninja Looting, Sticky Fingers, and Video Game Stealing.
Examples:
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Action Adventure
- In Legend of Zelda: The Minish Cap, a Wind Tribe lady tells you she has so many Kinstones she wishes somebody would take some, explaining why you can go through her house, at least. Doesn't explain how you got away with all the thieving and vandalism you will have inevitably done already though...
- The Links in general are little kleptomaniacs, really.
- The Legend of Zelda: Twilight Princess does try to break Link's habit of taking anything that isn't nailed down and guarded by Hyrule's entire army. You can walk up to the stand selling apples and take one, but Link will say he sees better looking apples at another stand and put the one he has back. If you go to the other stand he'll say the other ones look better, so you'll never actually get an apple. Of course he still destroys every pot and loots every treasure chest he can get his hands on.
- A small subversion is at the market stall it'll say 'you got a flower... but there's nobody at the stall so you put it back'.
- Subverted in The Legend of Zelda: The Wind Waker. When you enter the house of a wealthy man on Windfall Island you are confronted with a row of beautiful expensive vases that even sparkle! However, if you smash one, not only do you not find an item hidden within, you are also chastised by the owner of the vases and warned to not break any more. If you do, not only do you not get any rupees, you are forced to pay a fee relative to the number of vases you destroyed.
- If you wreck all his jars and you have no money to pay, he'll be more upset that he has to pay to replace the vases with his own money.
- When it comes to Link, it's best if you just act like nothing happened...
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- In The Legend of Zelda: Link's Awakening it is possible to steal from the shopkeeper near the starting location by making him look away and then run out. However the game immediately reminds you that stealing is bad and you should feel guilty now. If you go into the shop again, the shopkeeper will kill you with a Death Ray - also, everyone in the village will call you thief from now on. On the other hand, his prices are insane so theft is almost the only option to buy Bow and Arrow, except for excessive Money Grinding.
- Everyone in the village? Try everyone on the island. News travels fast on Koholint.
- Also in Link's Awakening, checking book-cases and chests in people's houses will just cause Link to go "Wow! This is a nice chest!" Furthermore, Marin acts like a moral guardian in this game; if you're accompanied by her and try going through things in people's houses, she'll call you out on it, asking if you always look in other people's drawers. Break people's jars to look for money and she'll say Link is a bad boy.
- The very first puzzle in The Legend of Zelda: Phantom Hourglass requires you to break into and rob the treasure vault of the kindly old man who just took you in, thus gaining an item necessary for you to travel north and kill wildlife in order to reach the town to the east. Why? Because it's better than waiting for a Broken Bridge to be fixed. In fact, when you make it to the town, the bridge is already fixed. Nice going.
- Lampshaded in the PS2/Xbox "remake" of The Bard's Tale, right towards the beginning. After opening his first chest, the narrator will comment on how horrible it is that The Bard is stealing, and the two will engage in a brief argument over it. Helpfully, all of the "junk" that The Bard finds (wanted posters of himself, animal hides, etc) will be automatically converted into silver, since the game understands that most... okay, all players would just sell those items at the store for money.
- The Bard from The Bard's Tale insists that he is not this trope, but that he takes items for safekeeping against others of this trope. The narrator doesn't buy it.
- In Ōkami you can set off bombs in people's houses to get food or coins from the ensuing wreckage. Since this game evolved from The Legend of Zelda, it's expected.
- Solatorobo normally allows Red to poke about unmolested anywhere he likes, including at an orphanage. However, searching Vanille's bed will result in him finding some underwear, and his sister Chocolat telling him to not stare at it.
Adventure Game
- Most works of Interactive Fiction, though a game as early as the wordplay-themed Nord and Bert Couldn't Make Head or Tail of It (from Infocom) subverted this in one section: Given a six-pack and a list of "pretenses" (such as "The world is flat" and "2+ 2=5") in a lawful town, the player must "TAKE BEER UNDER FALSE PRETENSES".
- In the game Trinity (also from Infocom) you actually have to steal a gnomon off a sundial in the middle of a crowded Kensington Gardens.
- Subversion: In King's Quest I, inside an impoverished couple's hut, there is a prominent fiddle on the other side of a tricky-to-navigate floor. If you cross the gaps and reach the lute successfully, attempting to take it yields the admonition "You cannot take their last possession!" This despite the manual explaining that you should take everything that's not nailed down.
- You can take the fiddle - after you give the couple a bowl that magically fills with soup and they offer it to you in gratitude.
- Subverted in Dreamweb, where taking everything that wasn't nailed down would result in having an inventory full of useless objects.
- The old Monkey Island games literally force you to pick up everything you can find because it will become useful later, often as part of some complicated crazy scheme that requires using several items in concert... the challenge is figuring out how. Fortunately, our hero Guybrush has unlimited carrying space in his trouser pockets or under his jacket. There's even room for the live monkey and the 10' extensible banana plucker.
- Excuse me, in his pockets?
- Monkey Island 2: LeChuck's Revenge makes a subtle joke about this: one island has a wanted poster for your character listing a variety of thefts (and other misdemeanors) performed by Guybrush as the game progresses. A certain book in the library also contains the definition of a kleptomaniac, eliciting a "Hmm..." from Guybrush.
- At the end of the game a possible answer to a question is "I stole a bunch of stuff and caused two huge explosions."
- In Guybrush's case this is an actual rule, not simply something he does for problem-solving. According to Guybrush in the narrative walk-through of the third game, the Pirate Handbook officially states that "pirates by principle have to steal everything that isn't nailed down (and if you can find a way to remove the nails and steal it, do so)."
- At one point in the third game, you actually do get to remove the nails from something, but you can't steal it anyway. The nails themselves come in handy, though.
- In Tales of Monkey Island this is lampshaded by Guybrush asking someone if he can take an empty bucket. She asks him what he's going to do with it, and he says he doesn't know. She asks him why he would want to take it, then, and his response is "Because it's there, I guess."
- Lampshade Hanging in one of the new Sam & Max games, Reality 2.0. Sam goes to steal some binoculars, on the grounds he needs them more than the owner. Max remarks that that's a pretty flimsy justification for stealing, and Sam agrees. After a pause, they decide to steal them anyway.
- This trope was lampshaded again in Bright Side of the Moon, where Harry Moleman at the moon's gift stand comments that "some people will steal anything that isn't bolted to the floor"— at which point Sam adjusts his tie nervously.
- The "take everything that isn't nailed down" comment is parodied in the Homestar Runner text adventure game "Thy Dungeonman", in which there's a flask in a room which IS nailed down, and if you forcefully attempt to take it, the game tells you it was a load-bearing flask, and the dungeon collapses on you.
- Lampshaded in the first Discworld CD ROM game. Rincewind needs to help himself to virtually everything that can be moved in every location he visits as most of them will prove useful later on. If you speak to Nobby the City Watchman at the gate during Act I, he mentions there's been a few strange thefts around town recently.
- This being Nobby, though, he doesn't exactly have the moral high ground.
- Kyle Hyde in Hotel Dusk: Room 215 certainly takes some things he shouldn't with him (like a crowbar from a toolbox that isn't his). Other times he might just look at stuff. There is a point in the game where carrying stuff that doesn't belong to you will result in a Game Over screen.
- The Quest for Glory series averts this one. If you pick someone's pocket and fail the skill check, a nice little pop up appears stating that you "Go Directly to Jail, while you're in jail the bad guy wins." and you need to reload. Thus it pays to level your pick pocketing on target dummies rather than people.
- King Graham's famous saying: "Take anything that isn't nailed down." The Companion Guide attributes this saying to his father.
- This applies to just about all of Sierra's adventure games, however.
- Lampshaded in Trail of Anguish (www.rinkworks.com/adventure):
"I hope I don't look funny carrying around all these items," you say.
He squints for a few seconds before he sees them. Then he replies, "Nah, it's okay. Everyone's on an adventure of some sort, after all." You nod, only now noticing that he's somehow concealing a bicycle, a bungee cord, and a horse in his pocket. Looks exciting.
- The first Simon the Sorcerer game had tons of items you'd accumulate, most of which were used maybe once, and then stayed in your inventory instead of being lost. There are two times in the game where you (thankfully) lose your possessions though, and the assorted crap forms a HUGE pile.
- In the old Déjŕ Vu games, you could literally pick up everything that wasn't nailed down too hard. Books? Check. Flowerpot with dead flower? Sure. Board nailed over a window? Just yank it loose and stick it in your coat, it might come in handy. Since there were quite a few items you actually needed to win, but you don't know which ones the first time, you tended to pick up literally everything, just in case.
- Both played straight and averted in Mystery Case Files: Dire Grove. You need to break into several buildings as you search for the missing students. However, at one point you crack open a safe containing a key (which you need) and a stack of cash. Clicking on the cash will cause the game to scold you.
- Lampshaded in Murder on the Orient Express (the game), when a steward on the train remarks that lots of things have mysteriously gone missing. The Player Character, whose inventory is filled with everything from handkerchiefs to a large bowl of orange juice, responds by suggesting that "maybe someone had a good reason for taking it?"
- Games based on Agatha Christie novels play with this, though you don't have to pick up everything, are not allowed to go through people's luggage when they are present, and when you do, you mostly find clothing — and some item, such as a postcard or book, which has some significance. Interestingly enough, in the first one And Then There Were None, the player character also demonstrated the psychic ability to know which objects he would need later, and which would "draw unnecessary attention to [his] snooping."
- Total aversion in Below The Root. Unless it is on a public walkway, you need to find the owner and ask nicely. You also had limits on what you could carry, dictated by the character's strength stat. Pomma couldn't carry much at all.
- Played with in Zork: Grand Inquisitor, where one of the puzzles involves getting your hands on a six-pack of canned mead, which is protected by the burglar alarm at a store. To get the mead, you have to turn up the volume on a nearby propaganda-spouting speaker until it drowns out the burglar alarm.
- Averted in the LucasArts game Loom: you can only carry one item, your weaving staff (and even that you don't have all the time).
- In Lost Pig, the custodian of the Place Underground has several grumpy things to say about earlier encounters with the type, and the Last Lousy Point is awarded for not acting like one, and putting stuff back how it was when you're done with it.
- Fantasy Quest takes this to near-deconstruction levels. As with many adventure games, you take anything not nailed down. Newspapers reveal that the world's inhabitants interpret this as a crime spree and start exchanging tips for safeguarding their homes. ("Does your house have a door? Can you lock it?")
- The Perils Of Akumos: After stealing just about everything you see, you really shouldn't be surprised once a shady cabal approach you to join their illegal dealings.
Fighting Game
- Mortal Kombat: Deception allows you to walk into people's huts, open their treasure chests, and abscond with the goodies. You can also beat up most townspeople with little repercussions. In fact, the only crime the game will ever punish you for is staying out past curfew in orderrealm.
First Person Shooter
- In Deus Ex, while thieving (and tampering with peoples' computers, etc) wouldn't actually make friendlies go hostile, it would earn you a lot of dirty looks and irritated remarks.
- The only places in the game where this isn't true is Paris, where breaking into a house while the police or civilians are there to see you will invoke the wrath of the police and alert the MJ12 troops in the area. Using lock picks in front of certain people, such as the MJ12 troops in Versalife during your first visit will cause them to attack you.
- Averted in its mod, The Nameless Mod; stealing in front of NPCs will cause them to sound alarms or attack you.
- Lampshaded in one instance. As you bust into a locked hotel room, Icarus contacts you and suggests you "observe your motivations for breaking the arbitrary laws of the current government".
- In Deus Ex Human Revolution, the player character is the head of security for his company. You can run around breaking into offices and stealing all manner of things, but you'll start receiving e-mails concerning the break-ins and eventually realize that you've created a huge web of paranoia and nobody suspects you because you're the head of security who they trust to find the culprit.
- After you visit the police station, you'll eventually run into a few cops freaking out about the same thing. They're more worried some gangbanger knows where their families live.
- Aside from that, the game seems to expect you to steal absolutely everything from everyone at all times. *
The Karma Meter is apparently solely tied with how many people you kill and all it does is flavor a few lines of the game's ending monologue. Basically, if you're allowed to be standing where you are, you have unlimited rights to anything you can get your hands on short of attacking and hacking.
- At one point you are in a ruthless mob boss' lair and he has a Laser Rifle lying next to him. You can "borrow" the weapon while he is staring right at you and he doesn't even bat an eye. It makes logical sense that he might lend it to you for your next task, but there's no dialog or anything. It might as well be yours.
- In Bioshock, the player's character at one point can eat a candy bar on a table next to a Little Sister, in Tenebaum's safe house. The Little Sister says "That's mine!" in a quiet, indignant voice. If you eat the other candy bar on the table, she loudly says "Hey!"
- Also, you can loot just about any dead body (whether you kill it or it was room temperature) and their weapons, as well as any container, from crates, suitcases, handbags, cabinets, shelves, safes, cash registers... makes you wonder exactly what memories your character had "tattooed into his mind" when he was administered the mental programming plasmid.
- Taken to new extremes when you can loot a corpse that is presumably your own mother.
- This is in just about every First-Person game you can find nowadays, though.
- Heck, at one point in Haphaestus in the first game, Andrew Ryan will mock you for wandering around his city, breaking and looting.
MMORP Gs
- In Dungeons & Dragons Online, you now can steal from bookshelves, dead adventurers, mushrooms, cabinets, and the standard breakables. You get bonus XP for breaking crates and barrels.
- A good strategy for cash strapped new players is *Smash everything in sight*. Along with getting a Vandal XP bonus, smashed crates and barrels often hide potions, money, and ranged ammunition or throwing weapons.
- There's a house in RuneScape inhabited by an old man who will scold PCs for breaking and entering, then kick them out before they get the chance to do any looting.
- The again, there's a thieving SKILL, but it doesn't help in that case, and for example, trying to steal from a stall while the owner of said stall is right in front of you will only result in him screaming for guards, and you have to wait before you can sell what you stole. It's a great skill to have in general, though.
Platform Game
- In SpongeBob SquarePants: Battle for Bikini Bottom and The Movie, you can randomly destroy items like chairs, and tables for absolutely no reason at all. Actually, destroying some stuff REWARDS you with socks or golden spatulas - the MacGuffins of the games. Weirdly, when smashing a TV while Mermaid Man is watching, you are granted a sock.
Role Playing Game
Shoot Em Up
- Touhou Project: Marisa Kirisame is a
thief collector who steals borrows without returning pretty much anything she feels like, particularly Patchouli's books; her thought process is illustrated here . She has been noted as saying she will return all the things she's borrowed when she dies, and as she's a normal human living amongst long-living youkai this is at least partially reasonable... or would be, if she weren't trying to develop an elixir of immortality.
- Marisa also has a habit of finding things of incredible value; in the clutter of her home, Rinnosuke finds, of all things, the legendary Kusanagi no Tsurugi
.
- Perhaps the best example of this is in Embodiment of Scarlet Devil: Reimu goes to investigate the source of the mist because it's disrupting regular activities in Gensokyo, while Marisa investigates it because she concludes that a being powerful enough to create such a thing will also have lots of good stuff to steal.
- This was also Marisa's primary motivation in the PC-98 Lotus Land Story.
Stealth Based Game
- In Assassin's Creed 2, Ezio can empty the pockets of an entire crowd by just walking through them. However, this will increase the Notoriety Meter, which will cause guards to be more vigilant.
- There is even an Achievement/Trophy for pickpocketing called, would you believe, "Kleptomaniac"
- Also, looting dead or stunned enemies will result in disapproving murmurs from the crowd and, possibly, hostility from the guards. Then again, the guards will become suspicious of you if you just happen to be in the vicinity, even if you're not the one responsible for the bodies. Carrying an entire arsenal may have something to do with it.
- In the Metal Gear Solid series Snake/Raiden can pick up dead bodies and drop them to shake out items, ammo, and sometimes weapons. In Metal Gear Solid 4: Guns of The Patriots Snake can also hold somebody up by aiming at their back without being noticed and procede to frisk them.
Survival Horror
- Resident Evil is literally built around this trope. In this series, a key has the exact same potential for unlocking a new area as, say, a bag of fertilizer.
- Silent Hill does this as well. Survival Horror Rule: If it ain't pre-rendered, it's important. Good thing the protagonists have a Hyperspace Arsenal (bar a few glaring exceptions).
- Dead Island If it's not nailed down, grab it! Deodorant, soap, nails, rags, Floater meat, doesn't matter. Just pick it up and put it into your modding bag.
Visual Novel
- Phoenix Wright: Ace Attorney: Phoenix will snatch up anything that looks like it might help him in his court cases (and a few things that seemingly don't). Apparently, this does not count as theft by the law system in their world. A lot of these things are even things that would be too big to fit in Phoenix's pockets. It's possible that a lot of these are just pictures of the evidence, but...
- This is parodied in the first game in case 3, when Phoenix grabs a copy of a map for Global Studios and Wendy Oldbag demands 50 cents for the map. Phoenix ignores her.
- Maya steals the map, but Nick still doesn't pay for it. Maya also steals a vital poster in the second game, and the key card later in 1-3 - it's Lampshaded at that point: "Let's steal it!" "Borrow. You mean borrow." Ema also persuades Phoenix to steal evidence, except that stealing stuff while Ema's around is scientific.
- For the most part, it's pretty well established that Phoenix takes extensive photos of everything he can't pick up, since he typically asks the court to consider evidence from, literally, a different angle. The only other option is that the court brings that stuff in for the trial and then moves it back to where it was when court is adjourned. Even more than the rest of the games, that doesn't make sense.
- The evidence which needs to be literally turned on it's head is the stuff that he can take, generally. In case 1-2, for example, the receipt could easily be taken, and so could easily be flipped over when necessary. It's more likely that Detective Gumshoe took it to court, though.
- In the fourth game, case 4, you are still able to use the yellow envelope found in Kristoph's cell, even though he specifically asked you to leave it, and it's assumed that you do. However, you can still use it in court (thankfully, as it's a very vital piece of evidence) and when Kristoph lampshades it — saying that you can't possibly have it, the player discovers that Phoenix actually made a copy of it. It's also discovered that Phoenix has a video camera in the form of a badge on his hat, so maybe it's been a combination of photographs, video and copy-making the entire series.
- Based on a comment by Wright in game 3 case 2, this has gotten Phoenix some bad karma, seeing as how he is one of the series's Butt Monkeys.
- Godot shares this trait; he thinks the "safest place for crucial evidence" is his pocket.
- As does Edgeworth; his satchel is the safest place he knows. Godot is present when Edgeworth says this line chronologically prior to Godot's use, meaning that Godot probably stole the trope, and line, from Edgeworth.
- In case 2-4 Edgeworth manages to grab a life-sized stuffed bear. It doesn't disappear from the room, sure, but the game actually says, "Stuffed bear snatched up by Edgeworth", leading to the hilarious mental image of him wrestling it out the door while Phoenix just stands there and gapes.
- One begins to see why Maya calls Phoenix "Nick"...
- It's worth noting that this is actually acknowledged in 1-5, when you have to present the evidence hidden in Gant's safe. He even says that he's going to press charges, so Phoenix learns his lesson. It's doubtful that this went very far, considering how that trial went, though...
- Averted in the Ace Attorney Investigations series, as whenever Edgeworth finds something, he will often jot it down in his organizer rather than take it, possibly because some of the pieces of evidence are part of crime scenes.
- Lampshaded in the Miles Edgeworth Case Files manga. Franziska asks Edgeworth for the criminal record of a defendant she's prosecuting. Edgeworth suggests that she could just have takem it, but she says she "would never imitate the foolishness of a certain sham defense lawyer".
Wide Open Sandbox
- Red Dead Redemption allows you to loot dead bodies for money. In fact, one side mission has you chasing down a bandit for stealing from the general store in Armadillo: if you choose to kill him, you search the man's body and return the stolen money to the owner. Also, you may open chests and drawers pretty much anywhere they're present (yielding you money and ammo), but if you do so outside of your safe houses, you get a wanted level for stealing, no matter if someone saw you or not.
- Subverted in Scarface: The World is Yours, where carjacking is an effective way of drawing police attention.
- Borderlands has chests/safes/boxes/lockers you can open and loot the ammo/gun(s)/money stored inside. Given the influences from Diablo and Fallout, this isn't surprising (although you can't loot stores (except for any of the aforementioned containers that happen to be inside stores), as the stores are vending machines). Then there's the ammo in the refrigerators, mailboxes, washing machines...and toilets (giving a new meaning to the term "ammo dump"!)...
- Lampshaded by the New Haven resident standing outside the gun shop, who complains that his gun is missing, and notes, "Seems like a lot of things have gone missing lately. Makes you wonder."
- In fact, Claptrap's New Robot Revolution happens because the Vault Hunters' constant looting and selling have ruined Pandora's economy, thus leading Hyperion to hire the Interplanetary Ninja Assassin Claptrap to take care of the problem.
- Double Subversion in The Godfather: The Game. At first, stealing cars, whether parked or those you as Aldo have forced the driver out of, raises your Heat with the cops. However, the level four upgrade for Street Smarts allows you to take parked cars without Heat. Taking cars that you force the drivers out of still increases your Heat, though.
- Terraria lets you take this Up to Eleven. Found a shrine made of golden bricks containing a treasure chest inside a jungle? You can take the treasure inside the chest, then use your hammer to take the chest itself, then take out your pickaxe and take the shrine itself
Non-video game examples:
Anime and Manga
- Subverted in the anime Mahoujin Guru Guru, where one character actually introduces another character to the idea of stealing herbs from homes, which backfires on the second character. This anime plays with other tropes, including a scene at the end where the characters defeat everything except the final boss, then leave without fighting him.
- Parodied in the RPG Episode of Haré+Guu where Haré opening a treasure chest in a random house results in him getting him beaten up for stealing.
- The Slayers is an Affectionate Parody of RPGs and the protagonist Lina Inverse did this often. Although she said it didn't belong to the bandits she stole from in the first place, later she mentions feeling an itch to attack bandits and steal the loot.
- Homura Akemi from Puella Magi Madoka Magica begins stealing heavy firearms and grenades from Yakuza hideouts, police stations and later military bases using Time Stop ability and stashing them in her Bag of Holding after her friends ask her if she has any weapon to use as a magical girl.
Comic
- Batman, in almost every incarnation. Not as extreme as most other examples, but he does has a habit of stealing his opponent's tech, outfits, or just plain mementos to put in his cave.
- In case of weapons "confiscate" might be a better term. Often he's given the mementoes as a gift by the police or a civilian involved with the case, as well.
- Booster Gold's entire gimmick is traveling through time and stealing the technology of other characters. His standard arsenal is a stolen Legion of Super-Heroes flight ring and a stolen forcefield belt from Brainiac 5.
- Tabitha from Nextwave "has the mutant power of blowing things up and stealing your stuff."
Literature
Tabletop Games
- Unknown Armies: Subverted in the Tabletop RPG (not surprising, considering the game's deconstructive tendencies). The core book notes quite pointedly that any criminal act the PCs commit can have legal repercussions. There is the magick school of Kleptomancy, but it also subverts this trope by charging up only via thefts that are noticeable (so no taking stuff left in the attic for years) and are done only for the sake of stealing. Kleptomancy also averts the 'heroic' part of the trope as well, seeing as it's practiced mostly by twisted, pathetic individuals with bizarre ethics that don't particularly condemn rape and murder.
Web Comics
- Thief from 8-Bit Theater does this early on in the series just to prove a point about his character (as if it wasn't obvious.)
Black Mage: "Didn't the pirates take everything already?"
Thief: "They left everything that was nailed down. I did not."
- Parodied in this
Hejibits comic.
- Used for humorous effect in this
Darths and Droids strip.
- Parodied
in this webcomic about Velvet Assassin, where you gain XP by swiping random junk owned by Nazis, where her "Crowning Achievement" was stealing Himmler's left boot.
- Nodwick: The adventuring party fits this description. They'll loot anything from a dungeon, including the statuary. This is not appreciated by their poor henchman Nodwick, who invariably has to schlep several tons of worthless junk back home.
- The eponymous character of Sarab loots his kill in an MMORPG.
- Naturally, appears in Adventurers!! The homeowner's lack of objection is justified:
Commoner #1: And you didn't stop him... because...?
Commoner #2: Hello! His sword is as big as me.
Web Original
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