- Fighter, Mage, Thief: Duck is the fighter with his sword and Super Toughness, Aubrey fights primarily with magic, and Ned is the thief who favors guns, deception, and evasion.
- Meaningful Rename: All three of them use pseudonyms to some degree. Duck is only known by his nickname. Aubrey goes by "The Lady Flame" on stage and mentions that she identifies more with her stage persona than her birth name. Finally, Ned Chicane has a running gag with adding middle names and his interactions with Agent Stern imply that "Ned Chicane" itself is a false identity.
- Power Trio: As with all arcs of The Adventure Zone.
- Ragtag Bunch of Misfits: A con artist, a cowardly ranger, and a wandering stage magician who all stumbled into the mystery surrounding Kepler and serve as the town's unlikely protectors against the abominations.
Edmund "Ned" Chicane
Playbook: The Crooked
A tourist trap owner capitalizing on the cryptid hype in Kepler. Played by Clint.
- AM/FM Characterization: Ned, who is unusually theatrical even for a conman, enjoys showtunes.
- The Atoner: As a cat burglar he ended up harming several innocents by accident, and Clint has mentioned that his heroic attitude in spite of his shady exterior is a result of trying to make things right. Learning he indirectly caused the death of Aubrey's mother fuels his self-loathing even further
- Badass Normal: The only Hunter of the trio without any supernatural powers. Downplayed later on as he obtains magical weapons.
- Beware the Silly Ones: Boisterous conman or not, he is surprisingly adept at killing monsters. Best demonstrated when he took down the Water single-handedly while Duck and Aubrey were both out of the fight. He is also surprisingly agile for a man of his age, as he ultimately finished the monster by swimming upward through its body, dodging rapidly swirling bits of debris, and shooting its core point-blank with his enchanted Narf blaster.
- Brains and Brawn: Appears to have had this dynamic with Boyd, his old partner in crime, with Ned as the brains and Boyd as the brawn.
- Cane Fu: Ned tends to use a wooden walking stick in battle.
- Car Fu: He's an excellent driver, and makes good use of it to save Barclay from an abomination.
- Catchphrase: "Ssshhhhhhhhhiiiit."
- Cloudcuckoolander: While not as obvious as Aubrey, Ned has been known to make some strange decisions. Special mention goes to diving face-first into the water monster after multiple warnings about how dangerous it was. Also, on his first visit to Heathcliff he asks the cat to enchant his Narf gun instead of the actual gun he was carrying.
- Comic-Book Fantasy Casting: Clint based Ned's appearance and voice on BRIAN BLESSED.
- Con Man: Runs a tourist trap called "The Cryptonomica" without realizing that many of the artifacts on display are actually real.
- Contrasting Sequel Protagonist: While Merle was a man of faith, Ned is generally skeptical about everything.
- Cool Car: He owns a 1958 Lincoln Continental Mark III◊.
- Dark and Troubled Past: Apparently got in enough trouble in his youth that he had to flee to Kepler and hide there for many years. The fact that this unspecified trouble apparently included him owning a .357 Magnum doesn't bode well. Comes to a head in episode 14 when he realizes that he was one of the burglars that broke into Aubrey's house the night of the fire.
- The Determinator: Compared to the rest of the cast he's the most willing to sustain injuries to get to a goal. According to Clint, this is due to wanting to atone for his past as a thief, especially since some of his heists resulted in the loss of human lives. Turned Up to Eleven in episode 27 when he is faced with the abomination that has just destroyed his life. Despite being almost consumed with rage, Ned manages to keep enough composure to try and get some answers and information from it. The moment the abomination stops talking he blasts it to hell.
- Distressed Dude: He gets dragged through one of the Shapeshifter's rifts and ends up trapped alone with it in its lair.
- HeelFace Door-Slam: Ned apologizes to Aubrey for accidentally causing the fire that killed her mother, saying he's been trying to do good, but Aubrey shuts him down, ignoring his apologies and threatening him to leave town.
- Heroic Sacrifice: A minor example. Ned ends up having to sacrifice his beloved Continental in order to prevent a runaway funicular tram from slamming into its base station.Later, Ned sacrifices himself to prevent Dani from being shot, making him the first Adventure Zone player character to die and stay dead.
- Honest John's Dealership: Most of the "supernatural" items he has on sale at the Cryptonomica is junk he bought off eBay.
- Horror Host: Ned is the host of "Saturday Night Dead", a late-night monster movie show filmed inside the Cryptonomica.
- I Call It "Vera": "Ruby", his Lincoln Continental Mk III.
- Improbable Weapon User: One of his best weapons is an enchanted "NARF" gun.
- Improvised Weapon: He doesn't have powers like Duck or Aubrey so he makes do with whatever he has on hand. Usually his walking stick, but at one point he weaponizes his car and a jug full of raw sewage.
- Insistent Terminology: The Cryptonomica is not a shop, it's a museum... not that Ned remembers to call it that most of the time.
- It's Personal: The fourth abomination specifically targets him and makes use of his past as a criminal to drive a wedge between him and his friends, first by bribing him to steal "Shade Tree" from Mama then by leading Aubrey to find the Flamebright pendant. It also poses as Ned on television to reveal the truth about the Sylphs to the people of Kepler, prompting them to charge the portal en masse. Not to mention killing Boyd "off screen". Ned's final conversation with the abomination in episode 27 has him basically spilling over a mix of burning hate and despair and the moment he gets the chance he blasts the monster with careless abandon.
- Large Ham: Ned has a taste for the theatrical, as is shown when welcoming customers into the Cryptonomica.Ned: Welcome to the Cryptonomica! When you stepped through that door, you stepped through the arch of doom! Here there be monsters, my friend!
- Karmic Thief: Claims to have only stolen items that were themselves already stolen, although this is debatable considering some of those items include an Emmy and a prototype NERF gun.
- Killed Off for Real: He dies in episode 28 after taking a bullet meant for a feral Dani.
- Laughing Mad: He gets into this territory shortly after discovering the magical aspects of the area and thinking he's just dreaming. He comes back to his senses after meeting Aubrey and Duck.
- Meaningful Name: 'Chicane' alludes to 'chicanery', a term for schemes or trickery.
- His real middle name revealed after his death in episode 28, is Kelly, meaning he's named after Ned Kelly, a famous Australian outlaw
- "Metaphor" Is My Middle Name: As a running gag. In order, he's currently up to "Ned Fuckin' Danger Discretion Aloysius Superstar Butterfly Pacifist Black Diamond Friendly Trustworthy Pissed-Off Vamoose Chicane." He reveals his real name in a letter he leaves to Aubrey when he's getting ready to leave town. It's Kelly.
- Never My Fault: Seems to have rationalized his criminal past by convincing himself that his partner lured him into it. Based on Boyd's confused reaction when Ned tries to call him out, all signs suggest that Ned was actually The Smart Guy and Boyd was simply his enforcer.
- Noodle Incident:
- At some point, stole George Clooney's Academy Award for Syriana.
- He has what is implied to be the Flamebright pendant that Aubrey's mother stole from her family.
- He somehow possesses Michael Phelps's first gold medal.
- Odd Friendship: With straight-laced park ranger Duck.
- O.O.C. Is Serious Business: Ned's sudden cold anger towards Agent Stern's questioning could be chalked up to weariness, were it not for the fact that he turned into friendly Ned right after he was argued into a corner, thus making the outburst all the more jarring.
- Revolvers Are Just Better: When he absolutely has to use a gun, he prefers a .357 Magnum. Ned claims it used to belong to Eliot Ness, and he "borrowed" it from a museum.
- Sesquipedalian Loquaciousness: He has a tendency to speak rather floridly.Ned: I've received a communiqué from the local bureaucracy, Kirby, and apparently they would like me to vacate the premises or pay them the exorbitant fees that they demand.Kirby: ...You got an eviction notice, Ned?
- Shotguns Are Just Better: His "Narf" Blaster, a toy gun enchanted with Sylvan magic by Heathcliff.
Aubrey "Lady Flame" Little
Playbook: The Spell-Slinger
A stage magician whose stage name is "The Lady Flame". Accompanied by her rabbit/sidekick/ familiar, Dr. Harris Bonkers PhD. Played by Travis.
- Adorkable: Aubrey talks to her rabbit like he's a person, manifests her powers by getting nervous around a cute girl, and responds to the sight of a gateway to another world by quoting This Is Spın̈al Tap.
- Addictive Magic: Her powers are implied to work this way. She plays around with her magic constantly in the first couple hours after discovering it and she starts cackling wildly when she conjures her first large-scale magical explosion.
- Attention Deficit... Ooh, Shiny!: Travis confirms in episode 18 that Aubrey has ADD, which is the reason that she will sometimes blurt things out without context.
- Badass Bisexual: Her first deliberate use of her powers came from finding Dani cute and getting nervous. Word of God confirms that she identifies as bisexual.
- Beware the Nice Ones: She is generally very friendly and kind towards her friends, but she is by far the most dangerous of the heroes thanks to her powers. She also is not above kidnapping and threatening a civilian with her powers when he sees something he shouldn't have. She also threatens Ned into leaving town for good when she discovers he was involved in the fire that killed her mother.
- Black Mage: Seems to specialize mostly in elemental, offensive magic.
- Blood Knight: An odd case. She dislikes the idea of hurting the monsters and refuses to call them "abominations" at first, but she starts showing signs of this trope during the final battle in the cave.
- Broken Bird: Underneath her upbeat persona Aubrey is deeply traumatized by the fire that killed her mother. Even worse, after discovering powers she starts to suspect that she caused the fire in the first place.
- Character Tic: When nervous, she will juggle a small flame between her two index fingers.
- Characterization Marches On: At the start of the campaign she had a seemingly irrational hatred of Jake Coolice, but by the second lunar interlude she has evolved into a sort of Cool Big Sis toward him. She even invites him on the monster hunt in Arc 3 to take his mind off his falling out with Hollis and the Hornets.
- Cloudcuckoolander: She has her moments, for example when she is threatened by Mama in the first episode she demands that she apologize to Dr. Harris Bonkers, then waits for confirmation from the bunny before moving forward.
- Contrasting Sequel Main Character: Manages to be one to both Magnus and Nadiya. Magnus was the only member of his party without magic, while the very cerebral and scientific Nadiya was a Science Hero, not a magic one. Aubrey is a straight-up spell-slinger who somehow manages to be less logical and more destructive than Magnus.
- Crippling Overspecialization: As she puts it, she has one box to check and that's fire. However, soon after that comment she discovers that she also has some control over general heat exchange—while she can't freeze anything, she can cause some cooling. Averted in later arcs, though, as her magic can do many other things, if she can summon sufficient concentration.
- Cuteness Proximity: Upon meeting giant talking cat wizard Heathcliff, is reduced to simply babbling "Fluffyyyyyy... fluffyyyyyyy..."
- Dark and Troubled Past: Episode 14 reveals that she ran away from home after accidentally causing a fire that killed her mom.
- Destructive Savior: She uses magical explosions as her main method of attack, so collateral damage is almost always a given.
- Elemental Powers: So far,
- Playing with Fire: She specializes in controlling fire, both magical and mundane.
- Blow You Away: Alongside fire, Aubrey has recently acquired control over wind.
- An Ice Person: Her fire powers allow her some control over heat transfer in general, meaning she can also lower temperature to a limited degree. Janelle and Heathcliff's comments imply that this is different from true ice magic.
- Shock and Awe: During the hunt for the Shapeshifter, she learns to use lightning.
- Emotional Powers: She's better able to control her powers when in a positive mood (i.e. trying to impress a cute girl), but conversely can go awry under stress. Since her main element is fire the results of casting while under stress tend to be extremely dangerous to the people around her. Also, individual elements appear to be tied to certain emotions, for example both times she was able to use wind magic happened while she was trying to protect her teammates.
- Ethnic Magician: Travis identified Aubrey as a Puerto Rican woman during a panel.  Downplayed because her powers and her ethnicity are unrelated.
- Eye Colour Change: One of her eyes changes color after touching the Sylvain crystal.
- Formally Named Pet: Dr. Harris Bonkers, PhD.
- Good Is Not Nice: She starts showing shades of this after the incident at Leo's General Store, such as "accidentally" setting a man's coat on fire to make him flee the scene of an abomination attack. This is highlighted in her scene with Keith in episode 18 where she threatens to burn him from the inside out if he tells anyone about Indrid, the abominations, or her powers."Now I'm here to do good. I'm helping. Because imagine that if I weren't helping, you wouldn't have woken up. Do you understand me, Keith?"
- Heroic BSoD: She has a minor one after causing a Pizza Hut sign to fall down and seemingly crush Duck and Mr. Tarkesian to death.
- Hidden Depths: She apparently got very good grades and would have had her pick of schools if she hadn't decided to be a traveling magician instead.
- How Do I Shot Web?: Since her magic is tied to her emotions it can be difficult for her to control, and her command over different elements fluctuates with her emotional state. Best demonstrated when she briefly unlocked wind magic while saving Duck from the water monster and then lost the ability shortly afterward.
- Innocently Insensitive: Aubrey is eager to know more about Sylvain and the Sylphs, but her constant questions and inaccurate comparisons to Earth folklore monsters make Amnesty Lodge residents audibly uncomfortable.
- Kindhearted Cat Lover: She immediately tried to pet Heathcliff upon meeting him.
- Knife Nut: She gains a flying knife thanks to Heathcliff.
- Large Ham: Comes with the territory of being a stage magician.
- Magicians Are Wizards: To her own surprise, at the beginning of the story she suddenly creates flame out of thin air instead of by igniting fuel from hidden ejectors in her gloves.
- Missing Mom: Her mother died in a fire possibly caused by Aubrey prior to the events of Amnesty.
- Mismatched Eyes: One of her eyes turns permanently orange after she touches the orange crystal in Sylvain.
- Perky Goth: Has a distinctly punk rock look to her, but is much much warmer to strangers than her persona would suggest.
- Power High: She gets really excited at discovering her powers and plays around with them constantly. She starts cackling madly when she attacks the abomination directly in the cave.
- Psychic Link: Aubrey can hear Alexandra's thoughts for some as-of-yet unexplained reason. She even recalls one of Alexandra's memories in episode 19.
- Shout-Out: She is named after Aubrey Plaza according to Travis' tweets.
- Spoiled Sweet: She had a very comfortable childhood due to her family's relative wealth. However, despite this she is very down-to-earth and friendly.
- Third Eye: Another one of her magical abilities. It allows her to see things that are invisible to the human eye.
- Wrong Context Magic: Janelle explains that Aubrey's instinctive magic is completely different from the theurgy that the Sylphs use.
- Zombie Advocate: Of a minor variety. She's uneasy with calling the Abominations as such, despite the fact that they are Always Chaotic Evil killing machines.
Playbook: The Chosen/The Mundane
A park ranger who ran away from his destiny. Played by Justin.
- Arson, Murder, and Jaywalking: Takes time to lecture a camper on fire safety after she nearly shot him with a gun.
- Awesome, but Impractical: Heathcliff grants him a jetpack, but it's not his best work. Using could also result in it exploding. Ned ends up with severe burns all over his body when he borrows it in episode 14.
- Bad Liar: As shown when attempting to convince Pigeon to close off the water system to the water park so he can practice his fishing casting in still waters with no fish.
- Beware the Quiet Ones: Not that quiet, but rather reserved and serious. However, as Minerva finds out, push him or question enough and Duck really heated up.
- Big Brother Instinct: Once he sees that his house is on fire during his first vision, his first instinct is to try and rescue his little sister.
- Brought Down to Normal: When Minerva's connection to the earth is severed in episode 19 Duck's powers go with her, causing Duck to switch playbooks from The Chosen to The Mundane.
- Casual Danger Dialogue: When confronted with the supernatural, he tries to treat it as completely mundane, even striking up polite conversation with his apparent Guardian Angel.
- Catchphrase: Introduces himself as "Duck Newton, it's a nickname."
- Invoked with "What the fuck!" which the boys try to make Duck's new catchphrase after he says it numerous times in a single episode.
- The Chosen One: He is destined to defeat a great evil. He is also very disinterested in doing so. Leo Tarkesian later reveals to him that he is only the most recent in a long line of chosen ones and, due to losing connection with Minerva, possibly the last.
- Composite Character: Duck inherited a few traits from Justin's last three characters, namely:
- Cosmic Plaything: The universe is determined to make him a hero whether he wants to or not. And then it immediately takes his powers away as soon as he starts growing into the role.
- Cowardly Lion: Duck's fear shows up fairly often, such as his apprehension at the thought of fighting the Beast and freezing up in the first fight against the Water, but when push comes to shove he does his best to get the job done.
- Cluster F-Bomb: When he strews in lying (which is often) or makes a little social mistake, he tends to erupt in a bunch of "fucks".
- Doom Magnet: As part of being "The Chosen", Duck has the ability to see the future through his dreams. Unfortunately, his negative "weird" score means he is much more likely to predict bad futures, effectively making him this trope.
- Dreaming of Things to Come: One of Duck's powers as a Chosen One. He really dislikes him and is more concerned about the fact that it makes him feel tired.
- Everyone Calls Him "Barkeep": Universally known as "Duck", with no explanation forthcoming for why he's called such or what his real name is.
- Former Teen Rebel: Was a bit of a delinquent in high school, a side effect of him rebelling against his destiny
- Full-Name Basis: Both Minerva and Beacon refer to him as "Ducknewton."
- Got Volunteered: Views his status as chosen one kind of like this. He did not sign up for monster fighting and doesn't understand why the universe thought it would be a good idea to make him do it anyway.
- Heroic BSoD: Is starting to go through this after losing the powers given to him by Minerva.
- I Know Madden Kombat: The extent of his combat training is occasionally showing up to CrossFit classes.
- Immune to Fate: He basically told his Chosen future to fuck off back when he was young, and while it is catching up to him now he is still able to break the Mothman's prophesies and change the future, something that Indrid had not been able to do
- Laser-Guided Karma: Spent most of his life running away from his destiny because he wanted to be normal. When Minerva's communication device is destroyed by a meteor he gets to experience just that. Based on his immediate Freak Out about all the things that can potentially kill him, being a normal person without powers doesn't turn out to be all it was cracked up to be.
- Made of Iron: One of his chosen powers, which reduces all damage by 2 (which is very significant in the game's system). Its described as simply being "tough" or "beefy".
- Martial Pacifist: Duck has no problem hunting the abominations, but he will not willingly harm any other creature. Unfortunately, Beacon does not have the same reservations against killing.
- Morality Chain: He has the strongest moral code of his team and often has to restrain Ned and Aubrey from stealing items or destroying public property. He also acts as this to his weapon, Beacon, who is much more aggressive in combat and sometimes tries to act on his own.
- Odd Friendship: With the unscrupulous conman Ned. However, as seen in their holidays dinner they get along very well and have great chemistry. Ned's oddball nature bounces off very well from Duck's dry humor.
- Only Known by Their Nickname: Justin states that "Duck" is a nickname but gives no actual name, suggesting this trope.
- Only Sane Man: Between the impulsive and eccentric Aubrey and the goofy and dramatic Ned, it often falls on Duck to keep the group on-task and away from danger.
- Refusal of the Call: He was "chosen" by a supernatural force as a youth and started manifesting mysterious powers, only to refuse the call and settle for a quiet life as a park ranger.
- Skewed Priorities: Admits that one of the major reasons he refused to follow his destiny for so long was because it might've prevented him from enjoying French onion soup anymore.
- Super Toughness: Thanks to his Chosen powers. He gets hit hard enough to knock him back twenty feet and isn't even scratched.
- Teeth-Clenched Teamwork: With his chosen weapon, Beacon, who never shuts up. This is not helped when Beacon goes Blood Knight and attacks without Duck's permission.
- The Stoic: Rarely brings his voice above a deadpan tone.
- Not So Stoic: Has a tendency to loose his marbles when he gets found out as a liar though.
- Trademark Favorite Food: French onion soup.
- Unusually Uninteresting Sight: His usual reaction to anything strange or supernatural he happens to run into. Taken Up to Eleven when he finds himself in an alternate world talking to a goat-man and only barely reacts.
Former record keeper for the Pine Guard, who recently reappeared after being missing for several years. As of episode 29, he's played by Clint.
- Awesome by Analysis: One of his main duties was keeping records on the abominations his team had faced in order to predict the weaknesses of future enemies.
- Badass Bookworm: Was The Smart Guy on Mama's team and managed to survive on his own in the wilderness of Sylvain for some time before losing his sanity.
- Broken Ace: Mama finds Thacker as an animalistic shell of himself in the wild of Sylvain.
- Demonic Possession: There's something in him that sends him crawling up walls and attacking people the moment he gets a chance. The being claims to be part of a system that "balances" life on Sylvain.
- Driven to Madness: Something he encountered in Sylvain was enough to drive him insane.
- Electronic Speech Impediment: When he speaks, it's in an eerily calm Voice of the Legion that at points stutters like a corrupted recording, with the occasional instance where the layered voices say different things from each other to create an incomprehensible garble.
- Madman in the Attic: Though seemingly not dangerous to others, Mama has been forced to put him in Amnesty Lodge's basement for his own protection.
- Promoted to Playable: Come the end of Episode 29, he's now played by Clint.
- The Smart Guy: Of Mama's original team.
- Voice of the Legion: While speaking to Aubrey after defeating the third abomination, his voice becomes this, speaking for "the counterweight that aims to bring [Sylvain] back into balance".
- Walking Spoiler: Talking who's playing him as of Episode 29 inevitably reveals something happened to Ned.
- Wild Child: An adult version; spent several years in the corrupted wastelands of Sylvain, which has resulted in his mental state degrading to the point of being feral.
The Pine Guard
A mysterious older woman in a tattered duster who knows quite a bit about what's going on in Kepler. In Episode 20, it's revealed her real name is Madeline Cobb.
- Badass Normal: Just an old gal with a shotgun and years of experience.
- Big Good: As proprietor of Amnesty Lodge and head of the Pine Guard, she acts as this. Echoing Lucretia, she starts getting more sinister over time however, and she is questionably tight lipped about her whereabouts or operations when she is not directly working with the main trio.
- Hero of Another Story: Is experienced enough to know magic when she sees it. Invoked more directly when she leaves to look for Thacker in Sylvain.
- Mama Bear: Do not threaten her team or the residents at her lodge if you know what's good for you.
- Only Known by Their Nickname: Even Vincent refers to her as "Mama".
- Parental Substitute: Towards Aubrey, who quickly grows attached to her.
- Pay Evil unto Evil: She butchers the Abominations relentlessly because she knows what they are capable of and has lost teammates fighting them in the past. Naturally, she is horrified when she finds out that Duck spared Billy and allowed him into Amnesty Lodge.
- Put on a Bus: She disappears at the end of the first arc.
- The Bus Came Back: Returns at the end of the second arc.
- Secret Keeper: She shelters magical beings who are banished from Sylvain and protects them from being discovered by other humans.
- Shotguns Are Just Better: Wields a sawn-off as her weapon of choice.
- Team Mom: It's right there in her name. She feels responsible for the safety of her team and the residents at Amnesty Lodge and she seems to be in tune with her teammates' emotions.
The Sylph cook at Amnesty Lodge. In his wild youth he traveled the country without putting much effort into hiding, creating the legend of Bigfoot.
- Bigfoot, Sasquatch and Yeti: He is Bigfoot, and disguises himself as a human using a magic bracelet.
- Big Good: During the entire Water/Aqualung arc he serves as this as Mama is out... and even later on he serves as a more reliable and active confidant, while Mama starts getting sinister by the minute.
- Dark and Troubled Past: Apparently got up to a lot of trouble as Bigfoot between being banished from Sylvain and being taken in by Amnesty Lodge.
- Jack-of-All-Trades: As the only full-time employee at Amnesty Lodge, Barclay does a lot of odd jobs around the resort. He is officially the head chef but also acts as a handyman, plumber, activity coordinator, and general second-in-command to Mama. In-game he is decently useful for pretty much anything, from combat, research, investigation and transport.
- Mr. Exposition: In Episode 8 when he tells the party about the Pine Guard database of Abomination files.
- Number Two: To Mama.
- Supreme Chef: Is mentioned repeatedly as being "incredible."
- See the The Party
Residents of Amnesty Lodge
Residents of Amnesty Lodge
Refugees, expatriates, and exiles from Sylvain, given a home at Amnesty Lodge by Mama. They are commonly accepted to be as the only significant population of Sylphs on Earth.
- The Exile: They are this, many times over, but the circumstances of their exile are currently unknown.
- Fish out of Water: When they first arrive, most Sylvan exiles are this, but luckily, Amnesty Lodge is there to help them.
- Persona Non Grata: All of the refugees are legally this, in Sylvain's eyes.
- Trapped in Another World: They are most certainly this, banned from travelling back through the portal, regardless of personal situation or extenuating circumstances.
- You Can't Go Home Again: All of the Sylvans are here on Earth to stay.
A crunchy-granola member of Amnesty Lodge.
- Brainwashed and Crazy: The shapeshifter abducts her and triggers her feral side before siccing her on the people gathered around the portal.
- Comic-Book Fantasy Casting: She is described as having a Jurassic Park-era Laura Dern vibe.
- Granola Girl: Described as such by Griffin.
- Hidden Depths: She draws a very accurate sketch of the abomination despite having never seen it before.
- Implied Love Interest: Aubrey crushes on her as soon as she sees her, and Dani doesn't seem to mind. At the very least, Aubrey trusts her to take care of Dr. Harris Bonkers while she's out hunting monsters.
- Our Vampires Are Different: She seems to only go with the word "vampire" because there are some rough commonalities between her kind and the folklore monster. When undisguised, all of her teeth are pointed. In addition, her eyes turn orange, and her skin emits a soft glow.
- Satellite Character: To Aubrey, especially in the pilot arc, where she only speaks once. Averted later on as she starts to get actual screentime, especially when she briefly comments on her and the other Sylphs exile.
An employee at Amnesty Lodge.
- 100% Adoration Rating: According to Mama everyone loves Jake Coolice. Aubrey is notable in that she doesn't like him at first glance, although she later seems to warm up to him.
- Defector from Decadence: Left the Hornets due to their activities becoming increasingly more illegal.
- Distressed Dude: He gets attacked and captured by the Water in Episode 8.
- Jumped at the Call: He has wanted to help with Pine Guard business for a while but Mama had largely kept him out of it for his own safety. He is ecstatic when Aubrey invites him on the monster hunt in Arc 3.
- Nice Guy: One of the friendliest characters around.
- Sports Hero Backstory: Was a member of Hollis's group before their thrillseeking led to them flouting the law and changing their name to the Hornets.
- Totally Radical: Incarnate. Aubrey hates him at first sight.
- The Un-Reveal: His Sylph form (a.k.a. cryptid) has not yet been shown, and attempts both in and out of character to learn it have been shut down.
A ghost living at Amnesty Lodge.
- Friendly Ghost: A nice enough specter, if a little stuffy sometimes.
- Intangible Man: Physical objects pass through her. She isn't amused when Aubrey suggests using this feature to reenact a scene from Doctor Strange.
- Mysterious Past: She has some kind of story with Heathcliff, considering his strong desire to get her earrings.
- Our Ghosts Are Different: When Sylvan beings die in Sylvain, they get to continue as a ghost until they're ready to move on. This doesn't function on Earth, which Sylphs find distasteful.
- Our Vampires Are Different: She was a sylph like Dani in life.
- Straight Man: Often plays this to the more quirky residents of Amnesty Lodge.
Kepler Sheriff's Department
The sheriff of Kepler and father of Kepler High star athlete Calvin Owens.
- Noble Bigot with a Badge: He expresses disdain at the "unsavory characters" who frequent the Cryptonomica and has tried to get it shut down in the past. At the same time, her still seems to be a competent sheriff and a loving father to Calvin.
- Overprotective Dad: He's very worried about his son's future and concerned about Ned's influence.
- Sitcom Arch-Nemesis: With Ned. Zeke sees the Cryptonomica as an eyesore and has tried to get it shut down multiple times in the past.
- Smug Snake: Every word he says to Ned is dripping with thinly-veiled contempt.
Zeke's hapless second-in-command.
- Attention Deficit... Ooh, Shiny!: He's easily distracted by Aubrey's stage magic and she is even able to steal his badge with minimal trouble.
- Came Back Wrong: Aubrey attempts to heal him when he is critically injured but ends up accidentally bringing him back as a ghost instead.
- Clueless Deputy: He's not as idiotic as this trope usually implies but he does leave a crime scene unguarded long enough for Duck and Ned to investigate and is tricked into letting Aubrey steal his badge.
- Lovable Nerd: He's an avid LARPer and he's eager to explain his current campaign to the party.
A straight-laced detective.
Monongahela Forest Service
Another park ranger who knows Duck.
- Awesome McCoolname: As noted by Justin.
- Childhood Friends: She's known Duck since high school.
- Da Chief: Seems to be Duck's superior in the park service.
- Former Teen Rebel: She and Duck used to break into an old department store to play field hockey.
- Nature Lover: Juno gets incredibly frustrated picking up litter, and cleaning up after a group of hooligans' party in the forest, and wonders why they don't appreciate nature as much as she and duck do.
- Platonic Life-Partners: She's known Duck for a very long time and can read him like a book. Not that he's particularly hard to read.
Chief arborist of the Forest Service and Duck's former friend.
Local youth and editor of a Cryptid Zine. Spends his time freeloading at Ned's shop.
- Deadpan Snarker: Snarks back and forth with Ned during his debut episode.
- Hidden Depths: He's apparently a pretty good painter. In fact, he was first introduced to the Cryptonomica when Ned and Victoria hired him to paint a portrait of Bigfoot for the museum.
- Intergenerational Friendship: With Ned, spending enough of his time at the Cryptonomica that the mail lady knows to deliver his mail there.
- Like a Son to Me: Ned trusts him enough to watch over Billy while he's out on missions and leaves the Cryptonomica to him when he decides to leave Kepler for good.
- Trademark Favorite Drink: Drinks RC Cola by the dozen.
Ned's dear friend and former owner of the Cryptonomica.
- Agent Mulder: Believes all the exhibits in the Cryptonomica are real, in contrast to Ned.
- Cool Old Lady: Runs a museum on the supernatural, sleeps behind the counter with a shotgun to ward off intruders, and offers Ned a place to stay when she realizes that he's harmless.
- Intergenerational Friendship: She met Ned while he was still a young man.
- Posthumous Character: She died long before the start of the campaign.
- Small Role, Big Impact: Only appears in flashbacks, but she is the reason Ned was able to leave his life of crime and turn over a new leaf.
Other Citizens of Kepler
A jittery girl camping at an RV park whom Duck encounters.
- Action Survivor: Encountered a "Megabear" in the woods with her friend Pete that has left her very jumpy.
- Chekhov's Gunman: Her itchy trigger finger established in the very first episode comes back to bite her 28 episodes later when she accidentally kills Ned.
- Nice Hat: Wears a trapper hat.
- Obstructive Bureaucrat: She works for the Kepler Public Works office, and says she'll only help Duck turn off the water to "H2Whoa: That Was Fun!" if he lets her in on the monster hunting he's been doing.
- Small Role, Big Impact: She has a few minor appearances throughout the series but tends to stay in the background. However, she is the one who unintentionally kills Ned when he takes a bullet for a Brainwashed and Crazy Dani.
Duck's elderly neighbor who runs the grocery store in Kepler.
- Ascended Extra: He's simply introduced as another of Kepler's funky citizens, and a friend of Duck. Over time its shown that he knows more than he lets on and later reveals that he is a Chosen One, just like Duck, albeit one in retirement. He starts getting way more focus as an NPC after Minerva is hit by the meteor and all the Chosen Ones loose their powers. He and Duck start to spend more time with each other, both as a mentorship of sorts and for moments of respite.
- Brought Down to Normal: Loses his powers alongside Duck after their connection with Minerva is severed.
- Cool Old Guy: Tends to look out for Duck and leaves groceries on his doorstop to make sure he stays well-fed.
- Hidden Depths: He knows a fair bit about sword techniques and offers a few pointers when he sees Duck practicing. At the end of episode 19, he shows up on Duck's doorstep with a sword in hand after seemingly being sent by Minerva.
- Retired Badass: He was chosen by Minerva to guard a portal in New York. When that portal closed he moved to Kepler to pass Beacon down to Duck and watch over the new chosen.
Son of Sheriff Owens and captain of the Kepler High swim team.
- Nice Guy: He's a generally polite and respectful kid, in contrast to his Jerkass father.
- I Just Want to Be Normal: His reason for refusing Ned's offer to come join the Pine Guard.
- Trauma Button: After being attacked by the water monster Calvin becomes terrified of water and refuses to swim or even take showers.
An attendant at the Mount Kepler Ski Resort who claims to have been abducted by aliens on November 15, 1988.
A group of local extreme-sports enthusiasts that have a long-standing disagreement with Jake Coolice.
- All Bikers Are Hells Angels: Are treated with shades of this, despite their notable preference of dirtbikes over more typical biker gang mounts. Particularly clear when they show up at Amnesty Lodge in a mob wielding assorted baseball bats, rebar clubs, and chains. Aubrey even decribes them as being "Hell-bent for leather, violence-wise."
- Ambiguous Gender: The leader, Hollis, is specifically described with gender-neutral words and they/them pronouns.
- Broken Masquerade: Keith finds out about the monsters when he gets attacked by a goatman. He ends up revealing this to the rest of the group when the Shapeshifter attacks the Hornets in a bar.
- Cape Busters: Following the massacre of a decent chunk of their gang in the fourth arc, the remaining members form a militia to hunt Abominations, attempting to oust the Pine Guard.
- Enemy Mine: They side with Aubrey and the remaining Sylvans after Amnesty Lodge gets raided by the FBI.
- Jerk Jock: They certainly come off this way, in particular, Keith, the second-in-command.
- Phrase Catcher: "Fuck you Keith!", usually from Aubrey.
- Suicidal Overconfidence: Their declaration that they're going to replace the Pine Guard comes across as this, given that they know absolutely nothing about where abominations come from or even how to kill them.
Indrid Cold / The Mothman
A Sylph, formerly Royal Seer for Sylvain's court. Now he's living out of a van on Earth. He created a name for himself as the Mothman some decades ago.
- Ambiguously Evil: His introduction is very sinister, with him calling Duck on a payphone and telling him that people are about to die. On the other hand, that call is the only reason the Pine Guard saves them. After his proper introduction it becomes clear that he's a perfectly nice guy, who receives visions of the future and is in fact jaded over his lack on input on those futures. Duck's status as the Chosen One seems to allow him to alter what Indrid foretells, which makes the latter very glad.
- The Cassandra: When he first came to Earth he would predict disasters and try to warn people ahead of time, but since he was still unfamiliar with human culture his warnings were either Lost in Translation or ignored. The Silver Bridge collapse was his last failed attempt to prevent a disaster using his future sight. Fortunately averted now as the Pine Guard does take him seriously and his future knowledge proves to be very useful
- Composite Character: Mixes elements of the Mothman with Indrid Cold, a less famous West Virginia cryptid.
- Cool Shades: His human disguise wears a pair of red-tinted eyeglasses.
- Distressed Dude: Becomes one in episode 19 when the Goatman he was meant to restrain escapes and overpowers him.
- Embarrassing Nickname: Mothman, an appellation he picked up in his younger years when he hadn't quite nailed down how to act to the world at large.
- Evil Phone: Certainly comes across like this in episode 13. Duck gets a phone call from an unknown person who knows him by name, knew where to call a pay phone so he'd be nearby to pick up, and tells him in a cheery voice that he has three minutes to prevent several innocent citizens from being crushed to death.
- I Am Not Spock: Prefers to go by his given name, rather than be called Mothman.
- Impoverished Patrician: He held a prestigious position in Sylvain before coming to Earth to investigate a force that appears to be manipulating fate. He is now living out of a van outside of Kepler.
- Insectoid Alien: He has to keep a dozen space heaters on at full blast in his van to maintain a warm enough habitat in the winter, so he may be ectothermic like an insect. His true form is described in episode 18 as resembling a giant moth, albeit one with mandibles.
- Multiple-Choice Future: He sees many possible futures at the same time and has a rough sense of how likely each future is. However, he can't personally influence or choose which one is gonna happen, much to his grief.
- My Greatest Failure: The Silver Bridge incident, which led to him leaving the soothsaying business for good.
- Nightmare Fuel Station Attendant: He isn't really creepy, but his prophesies and doom riddled rhetoric very much is.
- Our Cryptids Are More Mysterious: Based on Mothman, a cryptid who is said to predict impending catastrophes, mixed with Indrid Cold, a cryptid commonly known as "the grinning man".
- Seers: He can tell the future, from disasters soon to come to what time someone will come to his house.
- Speak in Unison: Tends to predict what people are going to say and says it over them at the same time. Griffin dubs over the other players' voices to give this effect.
- Steven Ulysses Perhero: He comments on how "Indrid Cold" is a very supernatural-sounding name.
- Trademark Favorite Food: Eggnog, of all things.
- You Can't Fight Fate: He has repeatedly failed to subvert fate, so he's surprised when the Pine Guard manages to pull it off. Played straight with the sinkhole that opens up during the fight with the tree abomination.
Winthrop and Muffy
- Make-Out Kids: They are introduced kissing on a public train.
- Sickening Sweethearts: They are very affectionate, much to the discomfort of everyone around them.
- Slumming It: Sees using a public train as a novelty and are oddly excited by the idea of Aubrey being a train robber.
- Who Names Their Kid "Dude"?: Muffy could be written off as a nickname or short name. Winthrop not so much.
Dr. Sarah Drake
- Agent Scully: She still has not fully wrapped her head around aliens and monsters existing after almost a month of being a chosen one.
- Brutal Honesty: Calls out Duck for trying to lie to her and tells him point blank that he is terrible at it.
- Kidnapped by the Call: Becomes the latest chosen one after Minerva uses the radio telescope to communicate with her.
- Eldritch Location: The capital city is nice enough, but there is some kind of corruption spreading across the planet that is gradually turning its residents feral. Humans are even more susceptible and tend to go into a murderous rage if they enter Sylvain without magical protection.
- Empire with a Dark Secret: It's been hinted to be this, what with the queues for "light" being so heavily guarded, the military being the "number one employer," as noted by Ned, and several offhand comments by Dani indicating that they had to do something morally reprehensible just to survive on their implied Death World.
- Fantastic Racism: Most of the Sylphs view humans as violent brutes due to their incursions against Sylvain in the past. Even the most tolerant Sylphs tend to be at least mildly distrustful of humans.
- Genius Loci: The whole planet of Sylvain is said to be alive.
- Petting Zoo People: Animals from Earth that pass through the gate into Sylvain eventually become these.
- Vampiric Draining: Sylphs need to drain Life Energy in order to stay alive. On Sylvain they get this energy from the planet itself, but those exiled to Earth have to get it from another source.
Residents of Sylvain
A goat-man who guards the gate between our world and Sylvain. Acts as Sylvain's Minister of Defense.
- Aliens Steal Cable: His appreciation of human culture comes from Mama occasionally smuggling DVDs into Sylvain in-between missions.
- Gate Guardian: He's Sylvain's minister of defense and guards the Kepler portal.
- Intrigued by Humanity: Unlike most beings from Sylvain, Vincent is fascinated by human culture and generally pretty friendly towards the members of the Pine Guard.
- Klingons Love Shakespeare: He loves to watch movies from Earth, with Mama having previously smuggled various DVDs into Sylvain for him to watch.
- Petting Zoo People: Has the head, hindquarters, and fur of a goat, but his body is almost fully humanoid.
- Reasonable Authority Figure: He's not pleased that Duck was able to stumble through the gate so easily, but he understands that it was mostly caused by forces outside Duck's control and believes Duck when he says he hasn't come to cause any trouble and would much rather go back home.
Heathcliff the Enchanter
An inhabitant of Sylvain, known as a powerful creator of weapons and magical items. A large humanoid cat.
- Bait-and-Switch: Griffin's description of the Enchanter is clearly designed to make both the viewers and the team think that this will be the obligatory cameo of Garfield, and the others start distinctly cracking up when Grifin describes him with clear cat descriptors. Subverted at the last line that the Enchanter has in ep 8, when he says that the group can call him by his real name, Heathcliff.
- The Blacksmith: He creates magical items in exchange for valuable items from Earth.
- Cat Folk: Fittingly, considering who he's named after.
- Expy: A remarkable subversion of this, in that instead of the expected Garfield cameo, we get a character named for the OTHER fat orange cat.
- Foil: While he and Garfield are both recurring NPCs who trade the heroes for magical items, Heathcliff is Garfield's opposite in almost every other way. Where Garfield has No Indoor Voice, Heathcliff has a very calm and soothing voice. Also, while Garfield loves haggling and getting one over on the player characters, Heathcliff is remarkably helpful and stated outright that he wants all of their dealings to be simple, honest, and direct. Lastly, Garfield is obsessed with money while Heathcliff trades for relatively simple earth items that he happens to be curious about.
- Kaiju: He's absolutely gigantic, big enough to stand on a cave floor so far down it took rocks several seconds to hit the bottom and still look down on people. His head alone is stated to be three times taller than Aubrey.
- Playing with Fire: Mentions off-hand that he can use fire magic, just like Aubrey.
- Quest Giver: Gives the PCs a Fetch Quest each arc to retrieve certain items for him in exchange for him enchanting and creating them weapons and items.
Sylvain's high-strung Minister of Preservation.
- No Indoor Voice: Constantly shouts in a condescending, high-pitched shriek. Generally for silence, ironically.
The studious Minister of the Arcane.
- Deadpan Snarker: While she always keeps her cool, that doesn't put her above passive-aggressively sniping at Aubrey for destroying her book.
- Elemental Powers: During her sparring match with Aubrey she uses earth and water magic to counter Aubrey's fire and air.
- Reasonable Authority Figure: She is willing to train Aubrey in magic despite their rocky introduction. Likewise, when Aubrey breaks down and asks if Janelle can remove her powers, Janelle apologizes for not giving as much to Aubrey as she should and gently telling Aubrey that if Aubrey can manage her fear she can do great things.
- Sugar-and-Ice Personality: She can't afford to get bogged down by emotions, so she can come across as callous and unfeeling sometimes. That said, she is shown to have a softer, motherly side towards Aubrey and Alexandra.
- The Stoic: Aubrey accidentally setting fire to her desk and disintegrating her book hardly gets a reaction from her.
- Well-Intentioned Extremist: She tries to use a ritual to convert Mount Kepler into energy to revive Sylvain. Unfortunately, the ritual was a trap set by one of the abominations which causes the mountain to come crashing back down.
- Workaholic: She dedicates practically all of her time to studying magic, to the point that she hardly has time to eat or sleep.
A young Sylvan girl and the current Interpreter of Sylvain, who interprets the will of the planet itself.
- Beneath the Mask: Aubrey inadvertantly reads Alexandra's mind and discovers that she is far more jaded and cynical than she lets on.
- A Child Shall Lead Them: Leads the people of Sylvain and is no older than thirteen. A flashback reveals that her father died when she was still a little girl.
- Fantastic Racist: Views all humans as violent and selfish, even the members of the Pine Guard who fight to protect her world.
- Modest Royalty: She's introduced wearing a nightgown (as she was taking a nap before meeting the group), and greets them with a slightly-disinterested "Hello there" before going back to sleep. This is also the traditional role of the Interpreter, since Sylvain has a very loose governmental structure and doesn't take well to authoritative rule.
- Not So Different: In spite of her dislike of Aubrey, they actually have a lot in common. Both are scarred by the traumatic loss of a parent and struggle with insecurities about their powers.
- Psychic Link: Aubrey can hear her thoughts for some as-of-yet unexplained reason. She even recalls one of Alexandra's memories in episode 19.
- Stepford Smiler: Beneath her demure persona Alexandra detests humans and blames them for Sylvain's decline.
- Sugar-and-Ice Personality: She's polite and kind towards the Pine Guard, but she secretly believes they're just as selfish as the humans who invaded Sylvain hundreds of years ago.
A woman who has been appearing to Duck in visions since he was a teenager.
- Action Girl: She's good enough at combat to tutor Duck, though she hasn't gotten to fight on her own yet.
- Astral Projection: Uses this to communicate with Duck from her home planet.
- Bald Women: Has only appeared in silhouette, but is specifically mentioned to be bald.
- Berserk Button: Normally she's calm and understanding person, even in the face of years of Duck ignoring her messages. But when he refuses to kill what may be an enemy, even though it's completely helpless, she's furious.
- Blood Knight: There's not a lot of nuance in her approach to enemies. It doesn't matter if they're unarmed, unconscious, heavily wounded, and imprisoned, she'll see them dead.
- Boisterous Bruiser: She's usually a very upbeat person and is clearly pretty good at fighting.
- The Call Knows Where You Live: Appears at random moments to beg Duck to embrace his destiny.
- Dark and Troubled Past: Her world was linked to another much like how Earth and Sylvain are connected. But when monsters began to pour through the portals, her world lost and kept losing until it was overwhelmed completely. She was also responsible for causing her home planet to go to war with the one it was linked to, and the eventual genocide of that world's people via a disease.
- Doomed Hometown: Her planet is destroyed or a wasteland due to constant assaults that they were not able to defeat, along with the war waged between her planet and the one linked to it. She is the Sole Survivor on her planet.
- Final Solution: When her world nearly lost its war and was reduced to a handful of people, she forced the final great minds of her world to create a plague to wipe out their enemy entirely.
- Full-Name Basis: Almost always refers to Duck by his full name.
- Human Aliens: She looks human, but she's not from Earth. She's not from Sylvain either, but another world called Miralaviniax Orbital Body 5.
- Invisible to Normals: Only Duck can see her spectral form.
- Mentor Archetype: Becomes this to Duck after he finally decides to accept his destiny.
- Put on a Bus: Happens in episode 19 when a meteor destroys the device that lets her communicate with Duck, forcing her to call in Leo as a replacement mentor for him.
- Really 700 Years Old: Spent 100 years being trained by her order, so she's at least that old.
- Super Empowering: She can use her link with the chosen to share her combat experience, superhuman toughness, and precognition abilities with Duck. However, as soon as the link is severed, the powers go away.
Duck's weapon, a sword gifted to him as the Chosen One. Wanting nothing to do with it, Duck gave Beacon to Ned, so he could squirrel it away for safekeeping.
- Blood Knight: Beacon enjoys the thrill of combat.
- Deadpan Snarker: A major reason Duck hates having to use it.
- Exotic Weapon Supremacy: He's a talking sword that curls like a whip, which is definitely exotic. And also, smug about it.
- Grail in the Garbage: Played With. It's tucked away in the Chicanery, the back room of the Cryptonomica, where Ned stores his most prized possessions and questionably acquired goods. Beacon, though, calls it all a bunch of junk.
- Hidden Weapons: When coiled up, Beacon looks like a metal belt with the blade as the main part of the belt and the hilt/guards as the buckle.
- Psycho Sidekick: Beacon is much more aggressive than Duck and sometimes acts on his own in combat. He also lacks Duck's moral code and is not above threatening others when it suits him.
- Spiritual Successor: Being the anthropomorphic, supernatural companion to Justins character that is also voiced by Justin, Beacon seems to be one of Garyl. Albeit one with much more significance and air time.
- Talking to Himself: Beacon is voiced by Justin, unlike every other non-player character in the game.
- Talking Weapon: Speaks in a slow, Tim Curry-esque voice. The fact that it won't shut up was what put Duck over the edge.
- Teeth-Clenched Teamwork: With its wielder, Duck, who it wishes was a better hero.
- Try to Fit THAT on a Business Card!: "Beacon, the Light That Stands at the Edge of the Darkness, the Tower Above the Fog, the Most Beautiful, Terrible Weapon Ever Crafted."
- Token Evil Teammate: Beacon purely enjoys the thrill of combat and seems to see protecting innocents as an afterthought. He is also a Combat Pragmatist who sometimes takes action without Duck's permission.
- Whip Sword: He is a sword that can magically bend and extend his blade. He coils the blade around himself when out of combat.
- Wrecked Weapon: He gets damaged, though not destroyed, cutting through chains to free Indrid Cold.
- Wrong Context Magic: Heathcliff observed that the magic used to enchant Beacon is completely different from the magic in Sylvain. This is because it was created on another planet, Miralaviniax Orbital Body 5.
Mr. and Mrs. Little
Aubrey's mother and father.
- Death by Origin Story: The fire that killed Aubrey's mother factors into both Aubrey and Ned's backstories.
- Deceased Parents Are the Best: Aubrey's mother was more supportive of her magic career than her father and gave her a heartfelt speech about following her calling the night that she was supposed to set out on her own.
- Memento MacGuffin: The flamebright pendant was supposed to be this but Ned and his partner stole it the night of the fire. Ned still has it hidden in his "chicanery".
- Parents as People: Her parents were very supportive of Aubrey expressing her identity and dating whoever she wanted, but they are understandably concerned about their only daughter leaving home to travel the world as a stage magician. Based on Aubrey's conversation with Dani at the end of Arc 2, something happened during her last night that caused a rift between them and Aubrey is adamant that she can't go home. Episode 14 reveals that there was a fire which caused the death of Aubrey's mother, which she now suspects was caused by her powers awakening.
- Plot-Triggering Death: The events of the fire led to both Aubrey and Ned finding their way to Kepler.
- Posthumous Character: Aubrey's mother is revealed to be this in Episode 14.
- Riches to Rags: Aubrey describes her mother's side as "old money, but the money's not there anymore."
A goatman befriended by the Pine Guard.
- Comic-Book Fantasy Casting: His human form looks exactly like Ryan Gosling.
- MookFace Turn: He's still semi-loyal to the abomination that summoned him, but he's grateful to Duck for healing him and he doesn't actively wish anyone harm.
- One-Word Vocabulary: Due to being new to the english language, the words he knows so far seems to be limited to "Duck", "grow", and "pizza".
- Petting Zoo People: He's a goatman.
- Token Heroic Orc: So far, the only one of its kind to have been befriended by the Pine Guard.
- Achilles' Heel: They always have a weakness, but until that vulnerability is brought against them, they can't be killed.
- Always Chaotic Evil: They're universally murderous despite their range of forms. Seemingly subverted by one of the goatmen Duck rescues.
- Boss Arena Urgency: After being created, there's a brief window where they can't stray too far from the portal that spawned them. Killing them within this period is crucial or they'll be able to roam free through the world.
- Humans Are Insects: According to the Shapeshifter, they see humans as pests that need to be exterminated.
- Lunacy: One is created around every other full moon by the portal in Kepler. Also, based on the Water arriving "early" the cycles appear to be gradually getting shorter.
- Nigh Invulnerable: If you don't use their weakness against them, they're basically invincible.
- No Body Left Behind: Those with physical bodies rot rapidly when slain.
- No Name Given: So far none of them have been given official names.
- Outside-Context Problem: They're not from Earth or Sylvain, but arise from the connections between the two.
- Sorting Algorithm of Evil: In-universe, they seem to be getting stronger.
- Sequential Boss: All of the abominations cycle through different forms during their final battles.
- This Was His True Form: When an abomination is slain, a four-armed figure composed of glowing light emerges from the corpse before dissipating.
- Was Once a Man: They briefly transform into humanoid aliens after being defeated before fading away, implying the abominations are intelligent beings who are being transformed into monsters.
The first abomination fought by the party, found lurking in the woods of Kepler. A bizarre, reptilian creature that leaks a thick black oil used to control animal carcasses, which can be commanded as separate bodies or bound to its own to cover up its true appearance.
- Achilles' Heel: Like all monsters in the system it has a weakness. In this case, it's fire.
- Alien Blood: Black tarry ichor, which also drips from its many mouths and those of its puppet creatures.
- Animalistic Abomination: Its initial appearance is a bizarre amalgam of different animals on a bear body. Not different aspects of animals—literally entire bodies of different animals jutting out from the bear torso in a patchwork. Its oil-controlled minions would also qualify, seeing as they're obviously dead and reanimated and leaking the black oil from various areas.
- Arc Villain: It's the antagonist of the pilot arc.
- The Assimilator: When it's first encountered it looks like a bear with a number of other animals half subsumed into it.
- Bears Are Bad News: The original host of the abomination and the base of its fused form was a bear.
- Beware My Stinger Tail: Its true form has a blade-like stinger on the tip of its tail.
- Feed It a Bomb: A variant. It's killed when Ned jams a walking stick down its throat and Aubrey sets it on fire.
- Glowing Eyelights of Undeath: Though it may not technically be undead, its true form looks decayed and its hollow eye sockets are full of red light.
- Hive Mind: Fragments of it infected the wildlife of the forest, causing the animals to act as extensions of it.
- Made of Explodium: It explodes when killed.
- Mix-and-Match Critters: Its coat is made up of various woodland animals glued together by a black substance.
- Necromancer: Some of the animals it controls are clearly dead.
- One-Winged Angel: During the final battle it sheds its animal fusion coat, revealing a six foot tall reptilian creature made entirely of black slime.
- Red Eyes, Take Warning: Has piercing red light coming through its eye sockets.
- Reptiles Are Abhorrent: Its true form is distinctly reptilian.
- Shout-Out: With the similarities between Ned and Grunkle Stan, Griffin's description of it looking like a bunch of bears rolled together is very reminiscent of the Multibear.
- Starter Villain: It's the first antagonist of the Amnesty series.
An orb of light that can freely control any water in contact with it, first discovered in the Kepler High School swimming pool. It belongs to a specific category of abominations known as elementals.
- Combat Tentacles: The most common form of attack it uses, varying in size between needle-like tendrils and person-sized appendages.
- Contrasting Sequel Antagonist: While the Beast was weak to fire, the Water is immune to it, since it's, you know, water.
- Face Death with Dignity: Gives a slow, knowing nod to Ned, its killer, before disintegrating.
- "Get Back Here!" Boss: It has a tendency to flee rather than fight to the death, which it can do quite well thanks to Kepler's water system.
- I Am Not Left-Handed: The party goes to the pool to fight it, only to find that it's not actually confined to that body of water but has access to the water supply of all of Kepler.
- In-Series Nickname: The boys call it Aqualung in episode 12.
- Intangible Man: Presumably it follows the same rules as the fire elemental, and can only be killed with an intangible weapon.
- Knight of Cerebus: Compared to the Beast, this thing is way more dangerous and was very difficult to take down. Additionally, its death is the first big hint towards the overarching mystery of the abominations
- Light Is Not Good: The core of its form is a glowing light and it's a murderous abomination.
- Making a Splash: It can control and shape water into different forms.
- Mook Maker: Technically speaking. Your typical observer probably wouldn't call them that, but according to the game system the water tendrils it forms are "minions" and function as separate enemies.
- Murder Water: What it is, or at least creates.
- Reality Ensues: Aubrey's fire can evaporate some of its mass, but not much of it. It takes a lot of energy to change the temperature of water.
- Scaled Up: Shapes itself into a snake-like form during the final battle with it.
- Water Source Tampering: Invokes this in its second episode, where it reveals it can leave Kepler High's pool at any time and travel through the rest of Kepler's water supply.
The Calamity Tree
A fortune manipulating entity behind the goatmen.
- Achilles' Heel: Copper, in a nod to the stories about being able to kill a tree by hammering a copper nail into it.
- Anticlimax Boss: As dangerous as its powers are, the main body is not very strong and it has to rely on its minions to protect it.
- The Bad Guy Wins: It successfully opens a sinkhole in the middle of Kelper. It wasn't wholly successful, but it caused quite a bit of damage and came within a few feet of collapsing a hospital.
- Botanical Abomination: Its body resembles a massive cottonwood tree with branches that twist in the shape of a nervous system.
- Face Death with Dignity: When destroyed, the light being that emerges from the stump bows deeply to its killers before dissipating.
- Flunky Boss: "Fights" alongside the Goatmen during the Pine Guard's battle with it.
- Humanoid Abomination: When critically wounded, its trunk splits apart to reveal a humanoid figure composed of white sap.
- Mook Maker: It conjured the Goatmen to do its bidding.
- No Ontological Inertia: When destroyed, the disaster it was making abruptly stops and the goatman it was puppeteering drops dead.
- Stationary Boss: It's a tree, so mobility isn't its strong suit.
- Symbiotic Possession: It "repairs" a goatman with a broken spine by partially merging with it, causing it to grow an exoskeleton of bark that allows it to move.
- The Unseen: Unlike both the Beast and the Water, which at least showed up for a few minor fights before the climactic showdown, this one remains behind the scenes as it does its work. As it turns out, this is because the main body is immobile and not very tough, so it tries to keep itself concealed and attack from a distance.
- Weather Manipulation: Whenever it manipulates fate, it causes brief snowstorms, obscuring the changes. Subverted in episode 18 with the revelation that the "snowstorms" were actually massive clouds of cottonwood-like seeds.
- Winds of Destiny, Change: It has the ability to manipulate chance.
- It kills Rick Dannon by manipulating a drink bottle to get stuck under his brake pedal and cause him to crash.
- It nearly kills three people by causing a large sign to collapse onto a store.
- Three more people are nearly killed in the funicular by causing a bolt in the breaks to come loose.
- It causes a hook to fall out of a wall, dropping part of the net it was holding up and letting Thacker loose to attack the party.
- It tries to open a massive sinkhole that would collapse a hospital, but it isn't fully successful.
- When it doesn't have the luxury of setting up larger disasters it resorts to things like making tree branches fall on people or causing their weapons to malfunction.
A near-humanoid figure that attacks the Hornets.
- Body Horror: The nature of its shapeshifting is rather nauseating, as its "flesh" shifts and readjusts around injuries or when its settling into its disguises.
- Consummate Professional: Displays elements of this when confronting Ned in episode 27, speaking in technical terms and displaying an indifferent attitude towards its actions in Kepler. It even notes that speaking to him is a breech of protocol and more hubristic than it usually acts.
- Daylight Horror: The Shapeshifter's attack on Deputy Dewey is the first monster attack to take place in broad daylight, where everyone can see it.
- Dead Person Impersonation: When the party goes to investigate the bodies at the morgue they discover it has killed the morgue technician and taken his place.
- Establishing Character Moment: It walks casually into a bar, completely ignoring the people standing outside, and then mauls multiple patrons, two of whom die from their injuries and are rendered nearly unrecognizable.
- It Can Think: When examining the bodies of its victims, Aubrey points out that its victims have multiple fatal wounds and that it had plenty of time to attack more people rather than focusing on just two victims, coming to the conclusion that its attacks were meant to incite fear rather than just to kill. It also sets a trap for the Pine Guard by posing as one of the corpses at the crime scene, then killing and replacing a technician when it is delivered to the morgue. Later on it displays the ability to speak and reason on a human level.
- Faking the Dead: After its attack at the bar it poses as a corpse, allowing itself to be collected and brought to the morgue where it sets up a trap for the investigating Pine Guard.
- Incurable Cough of Death: Has one of these when in human forms, frequently having to pause to cough up blood.
- Knight of Cerebus: None of the Abominations were creatures to take lightly, but the Shapeshifter has racked up the highest body count of any Abomination seen so far. Special note should go to how much more gruesome its murders are even by comparison and that its victims include recurring and important characters like Deputy Dewey and Boyd Mosche- and, indirectly, main character Ned Chicane.
- Man Bites Man: In its scene in the bar, viscera is dripping from its mouth. Later on a police officer mentions that one of the bodies has a chunk bitten out of its neck. Whether it bit them before or after it killed them isn't specified.
- Mechanical Abomination: It seems connected to some sort of digital space between the rifts it uses to travel, and during its fight it drops speech and roars entirely and lets out distorted electronic sounds.
- Nothing Is Scarier: Griffin initially only describes it as a figure, with a brief mention of clawed hands. It's apparently humanoid enough to casually walk into a bar and no one realized something was off until it attacked. It is also the most vicious antagonist in any Adventure Zone to date.
- One-Winged Angel: After getting shot with the Narf blaster and run over by a truck, it escapes its degrading meat form in the glowing form the other abominations took when they died... and then it stops its degeneration and proceeds to attack the Pine Guard using that true form.
- Phrase Catcher: During the early sections of the arc where the group was still trying to find out what it was, almost all of its victims described its face as looking like "a mask of death."
- Power Degeneration: Its shapeshifting takes a toll on it, as proved by its Incurable Cough of Death while taking human form. By the time its gambit is all but complete its disguises are falling apart to reveal the light beneath, and one good hit from the Narf blaster sends it into its Shapeshifter Swan Song.
- Power-Upgrading Deformation: When it attacks it drops its disguise in favor of becoming a monstrously distorted figure covered in sores and hair with bestial claws and a fanged mouth.
- Shapeshifter Swan Song: After getting shot with the Narf blaster while already loosing its hold on its false forms, it looses its grip on its disguises entirely and degenerates into an amalgamated flesh blob of random half-formed body parts.
- Super Strength: It easily tossed someone twenty feet.
- Thinking Up Portals: It has access to some sort of portal network that allows it to spy around town and effectively lets it teleport. Whether or not it is the one that made these portals in the first place remains to be seen.
- Transferable Memory: It gains the memories of the people it kills, allowing it to imitate them more effectively once it assumes their form.
- Wolverine Claws: Its fingers become bestial claws when its attacking.
- Vocal Dissonance: When it screams in pain, the sound is much higher pitched than its appearance would indicate.
- Voluntary Shapeshifting: The Shapeshifter has no set form, appearing on its own as its true self surrounded by a swirling storm of chaotic particles. When it desires, these particles can condense around it to give it the appearance of someone it's seen.
A sentient dome of light that has been creating the abominations and sending them to Kepler.
- Make Me Wanna Shout: Vaporizes the Shapeshifter with a powerful scream.
- Mechanical Abomination: Communicates in a distorted digital language similar to the Shapeshifter.
- Monster Progenitor: Appears to be growing the abominations in pods at an unknown location.
- You Have Failed Me: Kills the Shapeshifter when it tries to flee back to its base.
The Fire Elemental
An abomination fought by the Pine Guard in 1997. Another elemental, but one who could manipulate smoke and flame.
- Hero Killer: A member of the Pine Guard, Mike, was killed when it hunted him down and got into his car's fuel line.
- Intangible Man: The core of its being was intangible and could only be harmed by an intangible weapon.
- It Can Think: Smart enough to hunt down one of its enemies when he was alone and set off a gas explosion.
- Light Is Not Good: The true form of the Elemental was an intangible light creature that moved through the fire and smoke it controlled.
- Playing with Fire: It had great power over fire and smoke.
- Posthumous Character: It's dead by the time of the story, but the old Pine Guard file on it proves important to prepare for the Water.
- Super-Persistent Predator: If it marked you as a threat, it would hunt you down and kill you.
- Super Smoke: The Elemental's core was made of smoke and light.
Three eight foot-tall figures, robed and hooded and carrying various gardening implements, such as a wood axe and tree shears. The party first sees one momentarily in a freak snowstorm.
- Face Death with Dignity: When destroyed, the light beings that emerge from their bodies bow deeply to their killers before dissipating.
- Gardening-Variety Weapon: They use gardening implements stolen from Rick Dannon's truck as weapons, with one using an woodaxe, one using a shovel, and one using a set of shears.
- "It" Is Dehumanizing: Invoked by Aubrey, who requests that they call the captured goatman "them" instead of "it."
- The Krampus: The boys point out the resemblance given their hooves and December appearance. Indrid also emphasizes that Billy really does look Krampus-sy.
- Mooks: It turns out that they aren't abominations themselves, but they were summoned into existence to serve the abomination and help it "grow".
- Petting Zoo People: When Aubrey checks where one was seen, she finds hooved footprints. Later, Duck knocks one's hood off to find it has a goat head.
- Save the Villain: After one of them impales another that Duck was holding hostage, Duck heals the wounded one back to health and refuses to kill it despite pressure from Minerva.
- The Speechless: They simply make goat noises until Aubrey's magic causes the captive one to scream Duck's name.
- Villain Override: During the battle with their master, the Calamity Tree grows a wooden framework over a critically injured goatman and puppeteers it directly.
A small hostile machine found in the Shapeshifter's lair.
- Achilles' Heel: It's weak to electricity, allowing Aubrey to destroy it easily with the right spell.
- Mecha-Mooks: Playing into the Shapeshifter's use of technology, it's a machine. Notably, this makes it the first Abomination affiliated antagonist that isn't itself an Abomination, even a lesser one.
- Ramming Always Works: It slams itself into Aubrey with a simultaneous explosion of energy, and thanks to her poor rolls, beats her up pretty bad.
A government agent who comes to Kepler to investigate Ned's Bigfoot film.
- Bunny-Ears Lawyer: Initially comes across as an Agent Mulder type lovable weirdo, but when Ned refuses to divulge any info on the Bigfoot video he threatens to investigate Ned's identity unless he cooperates with his investigation.
- Crouching Moron, Hidden Badass: As mentioned above, he seems harmlessly goofy but when he confronts Ned its made clear he represents a very real threat.
- The Men in Black: Though less menacing than most depictions. Played more straight when he confronts Ned. He might not have much information, but he has the ability to call the full force of the government down upon Kepler.
- The Thing That Would Not Leave: How the other Amnesty Lodge guests see him, as his continued presence jeopardizes their safety.
A criminal who worked as Ned's partner in the past.
- Brains and Brawn: Appears to have had this dynamic with Ned, his old partner in crime, with Ned as the brains and Boyd as the brawn.
- Evil Brit: How evil isn't yet clear, but he's definitely a criminal and he has a British accent.
- Friend or Idol Decision: Was knocked out when Ned crashed a getaway car full of loot, making him the friend in the decision. Ned chose the idol, getting away with the goods while leaving the partner to be captured by the cops.
- Hijacked by Ganon: The subplot he has with Ned comes to an end when its revealed the Shapeshifter pulled a Kill and Replace on him.
- Locked in the Dungeon: He's currently in prison for the various crimes he's committed. However, as of episode 19, he's left prison and robbed the inner sanctum of the Cryptonomica.
- Killed Offscreen: The Shapeshifter kills him via Neck Snap before Ned can meet up with him for the handoff of the stolen goods.
- Revenge: He's rather pissed at Ned for leaving him to be arrested. His revenge starts by looting his inner sanctum in the Cryptonomica, but as his note says, he's not quite even yet.
A mysterious force that wants to snuff out all Sylph life on Sylvain in order to prevent the destruction of the planet itself.