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Speech

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Speech
,
modifiesPercentage to succeed in a speech challenge
governed by
initial value5% x
related perks
related traits
modifiesPercentage to succeed in a speech challenge
governed by
initial value2 + (2 x Charisma) + ceil (Luck / 2)
related perks/, ,
modifiesAmount to succeed in a Speech Challenge
governed by
initial value2 + (2 x Charisma) + ceil (Luck / 2)
related perks/, /,
related traits
 

The ability to communicate in a practical and efficient manner. The skill of convincing others that your position is correct. The ability to lie and not get caught.

— In-game description

Speech is a , , and . In , it was to be divided into two skills - Persuasion and Deception. The skill was also to appear in but was cut from the final game build.

The speech skill is an often used plot device at the end of Fallout games, almost always as a device to persuade the final 'boss' of the game to leave without fighting (in the case of and ) or commit suicide (in the case of the ).

Contents

[] Fallout

\text{Initial level}=25\%+(2\%\times\text{Charisma})

Example: A starting of 5 .

25\%+(2\%\times5)=35\%

Chance of success is always a dice roll, testing the player character's Speech skill against the difficulty of the dialogue option. A Speech of about 100% is enough to meet most challenges.

[] Ways to Increase Speech

[] Direct

  • (permanent +20% and 2% per skill point spent)
  • (permanent +20%)

[] Indirect

[] Speech checks

Place Person Other requirements Point in conversation
6 Convince her to unlock the armory.
6 Convince to end the rebellion.
6 Convince him to join as companion for free.
6 Convince him to release Tandi.
Attempt to threat him.


5 and at night. Convince him to let you go into city.
Have weapon in active slot. Convince him to not initiate a fight.
Raider Spend night in . Convince him to calm down.
Kill or . Convince him that you didn't killed anybody.
Convince him to trade with you.
Convince him to let you meet with .
Convince him that you're robot/ghoul or charm him as woman.
7 Let him kick you from Cathedral.
8 or trait and failing a speech Ask about protection from the .
Have/read or 7 Convince him to suicide.

[] Fallout 2

\text{Initial level}=25\%+(2\%\times\text{Charisma})

Example: A starting of 5 .

25\%+(2\%\times5)=35\%

Chance of success is always a dice roll, testing the player character's Speech skill against the difficulty of the dialogue option. A Speech of about 100% is enough to meet most challenges.

[] Ways to Increase Speech

[] Direct

[] Indirect

[] Fallout Tactics

The Speech skill was in the first draft of skills, but was eventually left out.

[] Fallout 3

\text{Initial level}=2+(2\times\text{Charisma})+\left\lceil\frac{\text{Luck}}{2}\right\rceil

Example: A starting of 5 and of 5.

2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15

During dialogue, the player may be presented with a Speech check. It is a response preceded by the word "[Speech XXX%]", 'XXX' being its chance of success in percent (e.g. [Speech 25%]). Speech checks open up additional possibilities in dialog with characters, such as obtaining information that would otherwise be withheld, increasing quest rewards (typically larger sums larger sums of ). Failed Speech checks cannot be attempted again.

There are other checks apart from Speech, which appear as a result of the player character's statistics, perks (/, , etc.), or . In these cases, the "[Speech]" prompt will be replaced with by one noting which character value triggered its appearance ([Strength], [Karma], [Toughness], etc.) Such checks may occasionally override normal Speech checks and unlike them, they will all succeed.

[] Chance of success

Charisma Multiplier
1 100%
2 106%
3 114%
4 123%
5 133%
6 145%
7 158%
8 173%
9 189%
10 206%

Success probability is determined by

  • Speech skill level
  • (non-linear multiplier bonus according to the table on the right)
  • Weapon (a drawn weapon makes the check harder, reducing the chance by circa 10%)
  • Previous successful Speech checks with a given character (the more, the better)
  • Difficulty of the check

according to the following formula, capping at 100% (calculated):

( Speech Skill * Charisma Bonus / Speech Check Difficulty ) * 100%

Sample difficulties for early Speech Checks are 215 to convince to increase your reward, 147 to convince to give you information, and 111 to convince to talk to you. Thus a 5 Charisma, 50 Speech character has a 66 base ability, and has a 31%, 45%, and 60% chance with these checks respectively. Having a weapon raised increases the difficulty by about 10%, so with a weapon up the chances would be 28%, 41%, and 54%.

Lucas Simms is actually a fairly hard sell; few Speech Checks are harder than about 170. The hardest Speech Check in the game involves the , and is about 420.

[] Speech checks

Place (or closest map marker) Location in place Person Point in conversation

Various

(See ) Convince Mel to leave you alone OR convince him to take 5 caps and leave you alone
Various (See ) Ghoul wastelanders/slaves with refrigerator of Convince survivors to split their water with you
Various (See ) offering for 100 caps Convince the scavenger to sell the for 50 caps (note: has been spotted near and also in the northwest region, south )
Outside of classroom before taking Convince the to leave alone
During escape in hallway close to Butch's apartment Convince to run from the radroaches OR to return to the apartment and fight them himself (two different choices)
During sidequest Convince to step down
Silver's Ranch Convincing to pay you 400 caps
The Clinic Learn about
The Clinic Ask about locating a Lipoplasticator or Micro Dermal Graftilizer. Note: Must activate quest first.

Lie to about scouting the Super-Duper Mart (Quest:)
Convince that writing the is a bad idea. This will end the quest and give you the perk.
Find any frag mine then lie to about .
Lie to about the mole rat repellant (Quest:)
Convincing to speak about dad
or anywhere else you can find him Convincing to tell you what he knows about the Wasteland
Convince to pay you 1000 caps for destroying the town
anywhere you find him Convince to pay you 500 caps for disarming the bomb
Convince to talk about your father
Convince to tell you Moriarty's password
, Confront about his drug problem
Outskirts of Convince that everything will be fine
Outskirts of Convince to give you the
's lab Convincing him to give his reward after killing the
Maintenance Room Convince to leave you with your
Home of and Murphy Convince Murphy to pay you 30 caps for instead of 15
Home of Convince that you are ok
Home of Convince that you don't need further explanation
Home of Convince to give you the access code to speak to
Between the 2 structures Escaped Slave Convince Escaped Slave to half the water they found
Home of Convince to give you the access code to speak to
Home of Convince to go home
Home of Convince to leave Arefu alone
Main street Convince to pay you 200 more caps for stopping the feud between and
Convince to abandon her life as a super-villain
Convince to abandon his life as a super-hero
Inside Ask for for during the quest
Inside

Ask where is after asking where died (Part of )

Inside Convince her to follow you to
Main entrance Everyone has a price...
Convince him to sell the child slaves for 1200 caps instead of 2000 caps.
In front of Eulogy's Pad Convince him he's being paid too little during the quest
Inside the child slave pen Convince him and to leave without
Inside the child slave pen Convince her to leave without (Note: This speech challenge is unavailable if you already convinced and to leave without her)
Guarding the entrance Asking why he is so scared
Walking around or in a building Ask for 200 more caps (results in negative karma)
Walking around or in a building Ask about Lipoplasticator. (note: Part of quest ... also available from in )
Walking around or in a building You came here with . After speaking with .
The Clinic "It wasn't free" After saving him.
Asking about
Asking to wake
Convince to reveal information related to The Replicated Man without paying.
Walking around main concourse Convincing to speak about
Walking around main concourse Convincing to speak about

Convincing to speak about

Walking around main concourse Asking for information about
Walking around main concourse Asking for information about
(Across from ) Asking Carol for information about
(Across from ) Convince Crowley you killed (if you did not) during
(Across from ) Convince Crowley you killed (if you did not) during
(Across from ) Convince Crowley you killed (if you did not) during
(Across from ) Ask Crowley for directions to after giving him the last key in
Convince to tell you about Dad without first helping him
Front Gate Intercom Tell him you have an offer for Mr. Tenpenny and convince him to let you in for free.
Inside Tenpenny Tower Convince Gustavo that clearing out the ghouls is worth more than 500 caps.
Inside Tenpenny Tower & Convince Tenpenny to let the ghouls move in, .
Inside Tenpenny Tower Convince Tenpenny to let the ghouls move in, .
Inside Tenpenny Tower Convince Tenpenny to let the ghouls move in, .
Inside Tenpenny Tower Convince Tenpenny to let the ghouls move in, .
Inside Tenpenny Tower security guard The security guard on top of the Tenpenny Tower before the door to .
Inside Oasis Ask who is requesting to see you.
Inside Oasis Ask how he came to be at .
Inside Oasis Ask what is afraid of.
Inside the compound Offer to assist with collecting mapping data after completing .
Capitol Building Tell him you are an ambassador from the wastelands
Capitol Building Ask for the key for Mr. Crowley during "" (quest)
Republic of Dave Talk Bob into running for President
Republic of Dave Talk Rosie into running for President
Republic of Dave Convince Shawna that you have "Dave Relics" for the museum (she'll buy anything you want to sell if successful)
Convince Dr. Li to help you (gives you five )
In Rivet City Ask for the key for during "" (quest)
In Rivet City Convince him to run away from home (Note: Results in karma loss, part of unmarked quest )
Convince Private Jones of an incident on the Flight Deck (gets him out of the room, possibly to raid armory)
Ask her about rumors (Note: Can be done at least three times. Possibly automatic chance for success on each.)
Rivet City Marketplace Ask about the history of Rivet City (Note: Possibly automatic chance for success)
Top of Bridge Tower

Convince him to not commit suicide by jumping off the tower

Ask him how he knows so much about the Declaration of Independence

Convince Agatha that finding the is worth a reward
National Archives Strongroom Convince him that you are Thomas Jefferson there to retrieve the
Outside 's shack

Convince Ronald to pay extra caps for the (note: unmarked quest )

Outside 's shack After accepting from Sierra, convince Ronald Laren to pay double for the
Inside 's shack Convince Sierra to give you without taking her tour.
Inside 's shack Convince Sierra to tell you the secret prize for completing before accepting it.
Factory Floor Convince Milo you are a factory employee
Outside front door Convince Goalie Ledoux to pay you 400 caps for the (only during )
Neusbaum Residence or Lemonade stand outside Convince Timmy that his parents are getting a divorce, thus making him cry for
Rockwell Residence Convince Mrs. Rockwell that her husband is cheating. This will break up their marriage for
Front Gate area Convince the Mayor to let you into Little Lamplight for the first time
roaming After speaking to or about possible trade, convince the Mayor (via threats) to give you his own supply (note: negative , MacCready also warns not to expect any more 'good will' from Little Lamplight, unconfirmed what this entails.)
Front Gate area Convince Knock-Knock that her joke was funny (Note: can do this challenge over and over again)
Murder Pass Gate area or roaming After refuses to tell you how she got her nickname, convince Sammy to reveal the details. (note: Sammy is one of the children rescued from in )
Front Gate After accepting to escort him to get to shut up.
Area 3B-right outside your cell Convince the guard that allowed you to leave your cell
Area 1A Convince him to destroy himself
Ask him his real name
Insult her and then speak to her again to make up for it
Rotunda Convince him to give up (You will encounter this speech check regardless of whether or not you destroyed Raven Rock.)
Rotunda Convince him to walk away
Dr. Convince her to give instead of
Dr. Convince her that should be left behind
Operation: Anchorage Stairs Convince him that you're an Outcast and outrank him (Only works while wearing )
Operation: Anchorage Convince to surrender.
Operation: Anchorage Along with your requested gear you will also receive a
The Pitt Ask what he wants.
The Pitt Convince him that you are the guy from .
Broken Steel Convince him that you won't tell anything, if he cuts the share 50/50.
Broken Steel Convince her that she should stop with the .
Point Lookout Convince him to let you stay.
Mothership Zeta Convince him to leave without waking up other members of his squad.

[] Strategy

Unlike (which will affect a great many transactions in the game), Speech skill will only affect specific dialogue options for the non-player character's that present speech challenges in the game. Putting a large number of skill points into Speech, or selecting it as a assures that the player character will be very, very adept with a fairly uncommon occurrence in the game mechanics.

With speech challenges, the player only has one chance. Since even a high Speech skill will not guarantee success on harder speech challenges (it will guarantee it on easier challenges however as long as 100% is displayed). A higher speech skill will only increase the probability of success, which translates to fewer game reloads until success. Considering this, spending ten points to increase from a Speech of 30 to a Speech of 40 is likely to be completely unnoticeable in practice.

It is not difficult to save the game right before initiating dialogue with most non-player characters in the game. In circumstances where a non-player character will initiate conversations with the player that can include speech challenges (such as , , or ), these non-player characters will only appear under predictable circumstances (nearing , obtaining the , or arriving at the ); thus, saving the game just before encountering these non-player characters will allow the player to use the same strategy listed above. For non-player characters who can present multiple Speech Challenges, such as or , it is possible to choose the option to stop speaking to them after succeeding in the first Speech Challenge, save the game, and then talk to them again to attempt the second Speech Challenge.

[] Ways to Increase Speech

Note: Only items adding +5 or more are included.

[] Direct

[] Indirect

[] Fallout: New Vegas

\text{Initial level}=2+(2\times\text{Charisma})+\left\lceil\frac{\text{Luck}}{2}\right\rceil

Example: A starting of 5 and of 5.

2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15

Speech no longer has a randomized chance of succeeding with percentiles. Each Speech check is a flat requirement; if the player does not meet the requirement, he will automatically fail it. It is thus impossible to bypass any Speech check through repeated save-scumming.

[] Speech in quests and exploration

[] Ways to increase Speech

[] Direct

[] Indirect

All items that yield Charisma bonuses can be stacked to a max Charisma of 10. Further bonuses are lost.

[] Speech-based Perks

Perk Requirement Level
70 8