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A Duppy is the spirit of a murderer.  Woken by a Boccur and bound to serve the Boccur's commands.
The ritual must be performed at the grave of the murderer.  It requires a lit candle, a few coins, a cup of rum and some sweets as well as knowing the proper charm. 
Summoning a Duppy is usually done by a Boccur to serve as an assassin, to punish or harass a Boccur's enemies, or guard the Boccur and his possessions.

When in physical form a Duppy is a nightmarish caricature of a human.  Pallid, corpse like flesh, glowing eyes, distorted features, sharp teeth and claw like nails are common.    Biting and clawing is the primary Duppy attack.  When a Duppy appears in physical form it is wearing its grave clothes, that which it was buried in.
They are somewhat intelligent and cunning, but they can be tricked or distracted relatively easily.  They can, and will use simple weapons, such as a knife or club.  They can only carry objects as long as they remain in solid form.  All Duppys are able to become invisible and without body at will.  In this form they may pass through walls, doors etc.   However, any object in hand is dropped when they transform. In sunlight they are automatically locked into the non-physical form.  Animals can 'see' Duppys regardless of form.  They generally react negatively.
Duppys cannot move any faster in death then they did in life, but being able to pass through objects allows them to travel from point to point very quickly.

Though a Duppy can pass through walls, the FIRST time the Duppy enters someone's home it must cross the Threshold or pass through a window.  IF the threshold or windowsill was sprinkled with Holy water before the last sunset a Duppy cannot enter.


In general a Duppy has the following abilities...

They can answer questions about things that they had knowledge of in life.

They can speak and make sounds that imitate everyday things (footsteps, chains etc)
Generate mild smells, especially ones associated with them in life. (perfumes etc) or terrible, sickening stenches.
Cause Terror to anyone who sees them.
Blow out candles and small fires.
Manipulate most small and some larger objects (books, locks, open doors, etc)
Their touch is icy and frightening.
Throw objects with great force, but mediocare accuracy.
Curdle milk and spoil food with a touch.


Some Duppys have special powers.  These are rare and seem to be related to their behavior when alive.  A Duppy who used poison to kill in life retains the ability to poison food and drink that it can touch.  A Duppy who was an arsonist, and killed by fire in life, can ignite fires by touch.
Similarly, a Duppy's behavior in life will affect its behavior in death.  If in life the Duppy was a rapist, or preyed on children or any other special group, it will be drawn to attack and harm those same individuals and groups in death.   Drunkards in life are drawn to rum in death.  Murderers obsessed with money and wealth are drawn to coins as a Duppy.  Former gluttons are drawn to sweets.

At night, or in full darkness, a Duppy is at its strongest. It can assume physical form, manipulate objects, speak and attack.  It also has use of whatever special abilities the Duppy might have.
Duppy's are weakened by sunlight and are unable to assume physical form or use their special powers.  They can move objects, and their attacks in daylight are limited mostly to throwing things.

A Duppy can only venture a few miles from its grave, unless dust, or remains, is taken from the Duppy's grave and sprinkled in another place, then the Duppy can venture to and from the grave to the new location.  (Unless the location is isolated by a body of water.)
Duppies cannot cross running or open water unaided.  They must have a bridge, boat or someone to carry them.  A Duppy could venture aboard a docked ship, or get aboard by way of a small boat, rope or anchor line.  However, once the ship set sail the Duppy would be trapped and come sunrise the Duppy would cease to exist.  Grave dust, or a part of the Duppy's body, placed on a ship would allow the Duppy to remain on board, but the creature will be trapped until it returns to the land where its body rests.  Such a ship would be cursed and a nightmare for the crew.
To remove the Duppy dust, the ship, or building, must be thoroughly swept and cleaned, then sprinkled throughout with Holy Water or fumigated with Incense.

Sprinkling Holy Water on a Duppy's grave breaks the spell completely.  (However, a recasting of the Summoning will recall the Duppy.)  Sprinkling Holy Water on a Duppy, in either form, will drive it away until the NEXT sunset.
A Duppy cannot enter a church or other Blessed or sanctified place. (Of any faith.) But they can cross graveyards.
Religious music, hymns, drums, prayers said aloud, will keep a Duppy at bay for the duration.  They cannot touch those singing, praying, etc while they are doing it.  However the Duppy can still throw things, ignite fires and such in the area.   Incense also keeps them away from an area as long as the smoke lingers.
A Duppy is immune to physical attack when it is without form.  Bullets, blades, rocks, fists, clubs... They do no harm and pass through the space the Duppy occupies without resistance.  When the Duppy is in its physical form, it takes no damage from blades, bullets or any material that is not alive or has not known life.  Fighting a Duppy with ones fists is possible, using a knife is not.  Beating a Duppy with a wooden club will work, using a cutlass won't. 
A Duppy is NOT obligated to return to its grave at sunrise, but the ability to do so must exist.
Trapping a Duppy, so that it is cut off from its grave at sunrise, will destroy a Duppy.  This is very hard to do , given the Duppy's abilities to pass through objects.  One way to do this is through a Spirit Bottle.  A prepared bottle, 'baited' with rum, coins or sweets will draw in and trap the Duppy in non-physical form.  Exposing the bottle to sunlight after the Duppy is trapped, destroys the Duppy.

Duppy
Duppy

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