|For other characters named Karl, see Karl.|
An incredibly filthy drunk, Karl spends his days moping in the back of Mom's Diner, begging passers-by for money to fuel his drinking habit. He used to be a fine, upstanding farmer from Modoc, who worked a farm to the northeast of the town. However, one day he began seeing glowing ghosts in the fields, who took his crops and cattle. Eventually, he couldn't take the stress and ran away from the farm. He is presumed dead by Modoc citizens.
Interactions with the player character
|This character is romanceable.||
Requires female character with 8 Charisma or more
|This character is involved in quests.|
Go to the Den and tell Karl it's alright to come back home: Once the Chosen One discovers the Ghost Farm, he is sent by Jo to find Karl and make sure that the Slags didn't draw him up by his innards. Report back to Jo once one finds him so Modoc and the Slags can make peace. Hurry though, because it might be too late to report back to Modoc before they kill the Slags.
Effects of player's actions
It is possible to upset Karl, whereupon he refuses to talk to the player character about "his story". The Chosen One will need to give him a beer (needs to be in your inventory), but he will pass out subsequently. When he wakes up after a few hours, Karl will be more talkative.
|Torn old outfit|
- The player character can "revive" Karl from his deep sleep through the Doctor skill.
Karl appears only in Fallout 2.
Behind the scenes
|The following is based on Fallout 2 cut content.|
Karl is listed under the Party.txt, it can be assumed he had to be escorted.
|End of information based on Fallout 2 cut content.|
The dialogue option to ask Karl about his story requires an Intelligence of 10, which was explained to be a typo in scripting.