Bunnies for Cuteness: The Noops are basically green anthropomorphic rabbits, and the sweet residents of the Land Of Dreams' city.
Disproportionate Retribution: They are not against submitting enemies to sadistic pranks or lengthy brutal beatings for trying to ruin their lovely dreams. Being The Drag-Along isn't a pass out of it either. Later episodes seemed to be trying to subvert this, toning down most of the Noop's retaliations into harmless trickery.
Glass Cannon: The heroes almost always outmatch the Urpneys with little effort. Perhaps because of this however, they rarely ever anticipate the odd times the latter prove Not So Harmless, usually left helpless and averting to being The Fools. The Noops and even Albert cowered before Frizz and Nug after they so much as implied they could fend them off.
Good Is Not Soft: The heroes can be very brutal, if not borderline sadistic, towards someone trying to take their stone.
Kick Them While They Are Down: The heroes had a somewhat uneasy fondness for this, sometimes giving the Urpneys a post victory beatdown in order to "teach them a lesson" or just to ease the monotony of their harmless schemes. "Blob's Incredible Plan" revolves almost half the episode around the Dream Maker torturing the Urpneys in his daydream wall after already securing the stone from the very start. Ends up their own undoing in "The Dream Beam Invasion" where they spend so much time tormenting Frizz and Nug their shrink spell wears off.
Later episodes mercifully undid this trait for the large part (even directly subverting it a couple of episodes), leaning the heroes more firmly into Cornered Rattlesnake territory.
Naughty Is Good: The children of the group are usually well behaved and kind intentioned, but can be rather boisterous and have an occasional habit of disobeying orders when no one is looking.
Out of Focus: While the Urpneys still had a hefty amount of Sympathetic P.O.V., the pilot still clearly played Rufus and the other heroes as the main focus. In most later episodes, they are Hero Antagonists. Rufus and Amberley at least shift back into center focus a little in later episodes however.
Plant Aliens: The Wuts, while not technically alien (though they certainly don't live on Earth at least); in one episode, Pildit is unrecognizable as an aged-looking yellowish Wut until he gets a drink by stepping into a pool of water.
Protagonist-Centered Morality: Though they get the shorter end of focus, the narrative seems to side with the Land of Dreams, who generally treat the Urpneys as Villain Ball Magnets and repel and often sadistically punish them for trying to give them bad dreams (disregarding Zordrak tortures or killsthose that don't). The fact the heroes are exceptionally pious about it helps little either. Later episodes at least tone down their attitude and give them a more genuine provocation, though the Urpneys still aren't really any more willingly villainous than before.
Unscrupulous Hero: A lot of their bouts go from protecting the stone to just screwing with the Urpneys for fun. Lessened in later episodes, where they are more in Pragmatic Hero territory, though this still crops up on occasions.
Wise head council of Dreammakers, responsible for sending dreams within the sleeping world.
Blood Knight: While none of the heroes (par Spildit) are particularly sympathizing to the Urpneys, Albert is the most exceptionally violent and merciless in stopping them. As the heroes' retaliations tamed a little, he seemed to settle for just scaring them off. Justified since Albert is more or less the form of a temperamental guard dog.
Young assistant of the Dreammaker. Clumsy and not to bright but often relied on to protect the stone when the Urpneys attack.
Aborted Arc: A handful of early episodes referred to his ambition to become a dream maker, learning light magic and at one point one of his daydreams even taking life while conscious.
Adorkable: Rather oafish and spacey at times (especially in the pilot).
Dork Knight: Balanced by being a somewhat competent hero on occasion.
Brilliant, but Lazy: Utilized on occasion, especially in the pilot. He's a chronic daydreamer and an occasional slacker, but is implied to be an efficient enough worker by the Dreammaker and when the Dreamstone is in danger, he can be surprisingly tactful. Odd episodes show him spontaneously coming up with rather eccentric but successful plans to win the day.
Cloud Cuckoo Lander: In the pilot, Rufus has a more spacey and eccentric personality, bursting into hammy dialogue or dancing and humming to himself, in addition to his constant daydreaming. This is diluted for the rest of the series, though still appears every now and then, especially during the final season.
Compressed Vice: While his actual personality is hard to distinguish for most of the series, usually the odd occasion one of the heroes is required to say or do the wrong thing, he will take the role.
Deuteragonist: When not a Hero Antagonist. Some later episodes attempt to give him and Amberley small side plots alongside the Urpney's schemes.
The Meddling Kids Are Useless: Starting from the second season, Rufus became rather ineffective in stopping the Urpneys, usually relying on dumb luck or his more competent peers sorting things out Despite The Plan. This reversed a little during the third season, though still shifts back every now and then.
Ornamental Weapon: Wears a sword on his belt in the first season, which remains there unused outside the first two episodes. It disappears altogether when he is redesigned.
Best friend of Rufus and fellow child assistant to the Dreammaker. Somewhat more level headed than Rufus, though equally boisterous.
Adorably Precocious Child: On occasions. She's noticeably more intelligent than Rufus and unlike him, seems to hold down her job rather competently. At times however her bratty temper flares and she can be twice as rambunctious as him.
Characterization Marches On: Similar to Rufus, Amberley was a much more comical and cynical character in the pilot. Also while still displaying Cheerful Child traits in early episodes, she had a more defining temper, and on occasion could be rather shrill, haughty and sarcastic (usually with Rufus' bumbling as a trigger). Much like Rufus she is made much more innocent and less abrasive in later episodes, though her original persona reemergeson spaced occasions.
Compressed Vice: Amberley was usually established as more well behaved than Rufus, though at odd times could be randomly disobedient as well (she ignores the Dream Maker's warnings as quickly as he does in "Electric Eggs" for example).
Jerk with a Heart of Gold: In the pilot, Amberley was much more of a dismissive hothead to Rufus, but clearly cared about him very much. This aspect re emerged odd episodes later, but much more toned down.
Pragmatic Hero: Despite her usual apathy and occasional boiling contempt for the Urpneys, she actually is one of few to display mercy upon them, stopping Rufus from attacking Urpgor since they already ruined his plan to steal the stone, and thus he is no longer a threat.
The Smart Girl: Between her and Rufus at least, especially later on. She is usually the one to provide exposition to situations and think up strategies to fend off the villains.
What Could Have Been: Amberley in early design plans was to be a stranger Rufus meets in his travels, she also seemed to have possession of the Daydream Bubbles, which were instead created by the Dream Maker in the final show.
What Happened to the Mouse?: It is left unexplained how Amberley came to be employed by the Dream Maker between the pilot and the second episode.
Women Are Wiser: Sort of; she is noticably more level headed than Rufus, but still rather bumbling, and much more tempremental at times. In some episodes she is little more than a Distaff Counterpart of him.
Leader of the Wuts, who guard the Land Of Dreams. Usually mellow but intelligent and powerful in magic.
The Chew Toy: The most likely to suffer collateral damage from the Urpneys' antics.
Most of the rare occasions the heroes suffered a Downer Ending, he was at the main brunt of it (eg. having his surprise gift stolen in "Mr Blossom's Present", the Noops accidentally destroying his plant in "Trouble With The Miners" or crushing his glasses in "Little Urpip").
Girls Need Role Models: Played with. Wildit is rather eccentric and doesn't quite act her age, but is still one of the most formidable heroes in the show. Allegedly she was created due to Executive Meddling calling for more female characters.
Friendly Enemy: She will stop the Urpneys when she knows they are committing evil, but she naively sees it as a game they are playing and is outright charitable to them when they don't seem to be causing trouble.
Go Karting with Bowser: Spildit frequently alternates between threatening to bash in the Urpneys and offering a picnic for them.
Beware the Silly Ones: While it's not seen a whole lot, it seems Blob's team are actually capable of rare bouts of competence whenever they stop being the Sleeping World's Cosmic Playthings. In "The Spidermobile", all the heroes efforts' actually prove useless against them in Urpgor's (literal) Spider Tank, to the point they have to retrieve the stone via Zordrak's bumbling for once. In several other episodes they actually come close to getting the stone, only losing due to a contrived twist of fate rather than the heroes' own efforts.
Not-So-Harmless Villain: Starting from "A Day Out", Zordrak expands his plans for the Dreamstone; to take it to the Nightmare Planet and corrupt it's powers into his own so he can be "Lord of the Universe". Suddenly, there's much higher stakes whenever he and the Urpneys near stealing the stone, especially the odd occasion the Urpneys actually managed to pull something off.
Minion with an F in Evil: The Urpneys are portrayed as meek bumblers, usually only victimizing the Land Of Dreams out of fear of Zordrak's wrath. Only Blob and Urpgor are evidently conniving and ambitious, though even they are often ineffectual.
Ornamental Weapon: Similar to Rufus, the Urpneys wear swords on their belts in the first season that are never used. Season Two onward they just cut the formalities and take them off.
Pragmatic Villainy: While they are willing to torment the Land Of Dreams if it means preserving their own skin, most of the Urpneys' efforts to steal the stone are non violent and rarely do they go out of their way to cause collateral damage or other unnessessary harm. In the final episode they kidnap a bunch of civilians as ransom, though dump them all (mostly) safely after supposedly collecting the stone. Only punctuated by the heroes' far morepersonal attitudeto things.
Team Rocket Wins: On rare occasions, the Urpneys actually succeeded in sending nightmares to the Land Of Dreams (even if the heroes usually got some form of revenge before the episode was over). It is implied that Argorribles actually get past the Dreamstone's barrier on a frequent basis, but in very few numbers.
Trapped In Villainy: Most of the Urpneys are impersonal dim wits who only follow Zordrak's orders because of his tendency to turn Mooks into stone or feed them to his carnivorous pets should they annoy him. Granted it's not so much they have a conscience as much as they'd just prefer not to be sent out on dangerous missions with ridiculous gadgets in tow to steal from angry Noops and Wuts.
They change to Punch Clock Villains in later episodes, even sabotaging one of Zordrak's schemes so he won't relieve them off their duties. Frizz and Nug would still rather not be dragged into missions however.
Villain Ball Magnet: No matter how affable or outspoken they are about hating their job, the heroes always consider the Urpneys the highest level of scum and treat their presence with utter horror or contempt. The nearest to a truce being attempted was by the heroes Heel-Face Brainwashing them.
Villainous Underdog: The Urpneys are less intelligent, powerful, and especially less lucky than the heroes by miles. Only Zordrak beholds formidable power, but is thoroughly inactive, and even otherwise usually proves no match for the heroes.
Ruthless ruler of Viltheed who will stop at nothing to steal the Dreamstone and disperse nightmares to the Sleeping World. Has a noticeably unpredictable temper, which is often lashed out on his minions.
Bad Boss: Zordrak has three primary punishments for his minions. 1: Turning them into stone. 2: As before, then throwing them into the watery pit filled with Extreme Omnivore crocodile/wasp/crab/things known as Frazznats. 3: Throwing them to the aforementioned carnivorous horrors while still alive. We actually see him do method three in the pilot, though of course there's a Gory Discretion Shot. Even when he doesn't kill them, Zordrak is not a kind master to labor under.
Pragmatic Villainy: While Zordrak seemed to exterminate mooks at whim in early episodes, when Urpgor later encourages him to do the same to Blob, he declines, coming to find the method as ineffective and "a waste of a perfectly servicable Urpney". Not that he won't frequently find other less lethal ways to punish his mooks however.
Characterization Marches On: Zordrak seemed more calculating and invested in the Urpneys' schemes in Season One, taking genuine interest in Urpgor's inventions and even giving passive compliments to them. After the failure of "Megattack", Zordrak seemed to lose patience with Urpgor, reduced to a bored, irritable despot who can rarely even be bothered to remember the names of his devices.
The Comically Serious: Though rather intimidating, his role in the show largely consists of banter with his minions, a lot of which is pretty funny.
Dream Weaver: He used to be one of these alongside the Dreammaker, and could arguably be still classified as one, though now he focuses on creating nightmares (his "Argorribles" are basically living nightmares).
Hate Sink: After his involvement as Big Bad dwindled, he seems to exist as little more than the one legitimately evil fraction in Viltheed. The Urpneys' sympathetic blundering is usually interspersed with scenes of the heroes spouting the potential horrors should Zordrak actually get the stone.
Karma Houdini: Zordrak is about the one genuinely villainous member of Viltheed, and is guilty of mass murder of his troops and at least one hero. Since he spends most of the series dormant in his lair however, he rarely receives punishment, his Mooks taking the brunt of the heroes' wrath the large majority of the time.
One-Winged Angel: It's eventually revealed that Zordrak as we see him in the series is basically a case of somebody doing this and then staying that way. He was originally part of the Council of Dreammakers as a fairly normal looking, human sized being; when they ousted him for his evil ways, he first assumed his dragon-like form, then grew into the giant monstrosity he presently is.
Orcus on His Throne: Zordrak rarely comes off his throne, usually leaving his minions to do the dirty work for him. In later seasons, he loses involvement in tactizing as well, having little role except driving Urpgor and the other Urpneys into making new schemes to steal the stone.
Out of Focus: From about mid Season Two, Zordrak has little role outside the occasional rant at the Urpneys to hurry up stealing the stone.
Satellite Character: While he at least faced the heroes odd times in the first season, he remains dormant in Viltheed for the rest of the series, his interaction limited to Urpgor and Blob.
Sorcerous Overlord: He rarely shows it, but Zordrak is a very powerful wizard in his own right, capable of creating horrors like his Argorribles and the Neemod and possibly even his Frazznats, or turning creatures to stone.
Villain Ball: Zordrak's Army of Urpneys measures thousands if not Tens of Thousands. He uses them en-masse in only a handful of episodes, and goes himself even less. For the rest of the entire series he just uses Blob, Frizz and Nug (and Urpgor at a stretch). Never deviating to use more or try different ones despite their consistent failure.
Characterization Marches On: In early episodes, Urpgor was more decrepit and even more manic (like a traditional Igor), he also seemed to be more on the winning end of his war with Blob's team, his implied favoritism from Zordrak seeming to be true. From the very start of the second season however, Urpgor starts gaining more Sympathetic P.O.V., from which his personality becomes more lucid and cynical and he is revealed to be even more of a Butt Monkey to his master than the others.
Lets See You Do Better: In later episodes Urpgor sometimes has involvement in missions to steal the stone. "Urpgor's Great Adventure" in particular revolves around him trying to do the job himself after getting tired of Blob's incompetence, with the expected results.
Middle Management Mook: Seems to be given a higher position than most of Zordrak's mooks. As a result he sees himself as superior to the other Urpneys, constantly giving orders or abusing them. All the while he is usually just as incompetant and spends the majority of spare time from making gadgets acting as Zordrak's favorite punching bag.
The Other Darrin: Leonard Whiting is replaced by Gary Martin for the final season.
Psycho Supporter: To Zordrak, when not trying to usurp his throne for himself anyway.
Reliable Traitor: Zordrak seems aware of Urpgor's two faced ways, though given he creates the large majority of the Urpney's weaponery, transportation, and even most of the plans in later episodes, he's rather indespensible. Naturally when Zordrak finds an alternate force to send nightmares, he often kicks Urpgor out on the spot.
Satellite Character: Urpgor usually remained in Viltheed, and even in most exceptions rarely faced the heroes directly, as such his interaction was limited to Zordrak and the Urpneys.
Small Name, Big Ego: Equally bumbling as the rest of the Urpneys, but highly narcissistic, being "the flower of Urpney inteligence" and all.
You Are in Command Now: After his superior, Captain Crigg, is executed for questioning Zordrak's plans one time too many, Blob winds up taking his place. Oddly, he isn't actually promoted and remains a sergeant.
Neurotic member of Blob's "elite squad". Constantly moaning or suffering breakdowns from the abuse of missions.
Hypochondriac: While he is entitled to fear for his well being given his occupation, he still moans endlessly over even the most menial jobs. In "Too Hot To Handle" he wraps himself completely with bandages and casts after suffering a small fall from a window sill.
Not so Above It All: Though usually dreading having to go after the Dreamstone over and over, he occasionally expresses great excitement in finally capturing it. He gains a small bout of Acquired Situational Narcissism when he (seemingly) catches it himself in "Mr Blossom's Present".
Nervous Wreck: Most Urpneys are cowardly, Frizz however takes the cake.