Though they are not named non-player characters, several Mini Boomers have unique dialogue options that can improve or damage your reputation with the Boomers. Interacting with them will produce several dialogue responses depending which one is spoken to. The children respond as imaginary characters as depicted on skill magazine covers or reference Fallout style adaptions of common children's games and play themes.
In order to access their positive unique dialogue the player must have a Charisma of 7 or more when initiating conversation. Also, when starting a conversation with a Charisma of 7 there will be an additional dialogue choice if a rocket souvenir or a dino toy (though not the same but far more common Dinky the T-Rex souvenir) is in the player's inventory during the conversation, depending upon which child is being spoken to. There is an alternative option to say with Charisma of 7, but it will give less fame. The possible negative dialogue choices are available simply by having gum drops (bubblegum can also be given) or Psycho (in the case of the Red-Brick Kid) in the player's inventory, and have no Charisma requirement.
Once a speech option is chosen in conversation with a particular mini-boomer that child will no longer offer any further interactive dialogue for the remainder of the game. Backing out of the conversation without selecting any special options does not inhibit the player from speaking to the child at a later time. The speech option triggers for the children can be identified as follows: