Speech | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 descriptionSpeech is a Fallout, Fallout 2, Fallout 3 and Fallout: New Vegas skill. In Van Buren, it was to be divided into two skills - Persuasion and Deception. The skill was also to appear in Fallout Tactics 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 Augustus Autumn and Legate Lanius) or commit suicide (in the case of the Master).
Fallout[]
The initial skill is determined as follows:
- 25% + 2 x Charisma
Example: A starting Charisma of 5.
- 25% + 2 × 5 = 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[]
- Patrick the Celt (permanent +2%, due to Charisma gain)
- Gain Charisma (permanent +2%, due to Charisma gain)
- Smooth Talker (temporarily increases Intelligence by 1 for purposes of dialogue, three ranks)
Speech checks[]
Place | Person | Other requirements | Point in conversation |
---|---|---|---|
Vault 13 | Officer | 6 Intelligence | Convince her to unlock the armory. |
Vault 13 | Theresa | 6 Intelligence | Convince to end the rebellion. |
Shady Sands | Ian | 6 Intelligence | Convince him to join as companion for free. |
Khan base | Garl | 6 Intelligence | Convince him to release Tandi. |
Khan base | Garl | Attempt to threat him.
| |
Junktown | Kalnor | 5 Intelligence and at night. | Convince him to let you go into city. |
Junktown | Kalnor | Have weapon in active slot. | Convince him to not initiate a fight. |
Junktown | Raider | Spend night in Crash House. | Convince him to calm down. |
Hub | Sheriff Greene | Kill Hightower or Jain. | Convince him that you didn't killed anybody. |
Hub | Vance | Convince him to trade with you. | |
Hub | Kane | Convince him to let you meet with Decker. | |
Necropolis | Harry | Convince him that you're robot/ghoul or charm him as woman. | |
Cathedral | Jeremiah | 7 Intelligence | Let him kick you from Cathedral. |
Cathedral | Gideon | 8 Intelligence or Berserker trait and failing a speech | Ask about protection from the Master. |
Cathedral | Master | Have/read Vree's autopsy report or 7 Intelligence | Convince him to suicide. |
Fallout 2[]
- 5 x Charisma
Example: A starting Charisma of 5.
- 5 × 5 = 25%
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[]
- Tag! (permanent +20% and 2% per skill point spent)
- Speaker (permanent +20%)
- Expert Excrement Expeditor (permanent +5%)
- Pip-Boy lingual enhancer (permanent +10%)
Indirect[]
- Blue memory module (permanent +2%, due to Charisma gain)
- Gain Charisma (permanent +2%, due to Charisma gain)
- Mirrored shades (temporary +2%, due to Charisma gain)
- Smooth Talker (temporarily increases Intelligence by 1 for purposes of dialogue, three ranks)
Fallout Tactics[]
The Speech skill was in the first draft of Fallout Tactics skills, but was eventually left out.
Fallout 3[]
The initial skill is determined as follows:
Example: A starting Charisma of 5 and Luck of 5.
- 2 + 2 × 5 + 5/2 = 15
Speech checks are represented by a preceding tag showing the skill name and the chance of success, encased in brackets (e.g. [Speech 25%]). Speech checks are used to obtain additional information, increase quest rewards (usually a bonus amount of bottle caps), and if failed, they cannot be tested again.
Other options based on the player character's S.P.E.C.I.A.L., chosen perks (Lady Killer/Black Widow, Child at Heart, etc.), or Karma. The tag will display which is used in dialogue.
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% |
The chance to succeed in a check is determined by:
- Speech skill
- Charisma (non-linear multiplier bonus according to the table on the right)
- Difficulty of the check
- Threatening posture: A drawn weapon gives a roughly -10% malus to the speech check.
according to the following formula, capping at 100% (calculated):
- ( Speech Skill * Charisma Bonus / Speech Check Difficulty ) * 100%
Examples[]
- Lucas Simms: Difficulty level 215 when the player tries to increase their quest reward,
- Gob: 147 to convince reveal information,
- Jericho: 111 to convince him to talk to the player.
As such: A character with 5 Charisma and 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%.
Interestingly, Lucas Simms is one of the harder Speech challenges in the game. Most fall below 170 difficulty, with the single hardest Speech challenge in the game being in dialogue with the AntAgonizer, at 420.
Speech checks[]
Sortable checks | |||
---|---|---|---|
Place (or closest map marker) | Location in place | Person | Point in conversation |
Various | (See Fallout 3 random encounters) | Mel | Convince Mel to leave you alone OR convince him to take 5 caps and leave you alone |
Various | (See Fallout 3 random encounters) | Ghoul wastelanders/slaves with refrigerator of purified water | Convince survivors to split their water with you |
Various | (See Fallout 3 random encounters) | Scavenger offering Nuka-Cola Quantum for 100 caps | Convince the scavenger to sell the Nuka-Cola Quantum for 50 caps (note: has been spotted near Girdershade and also in the northwest region, south Fort Constantine) |
Vault 101 | Outside of classroom before taking G.O.A.T. | Butch DeLoria | Convince the Tunnel Snakes to leave Amata alone |
Vault 101 | During escape in hallway close to Butch's apartment | Butch DeLoria | Convince Butch DeLoria to run from the radroaches OR to return to the apartment and fight them himself (two different choices) |
Vault 101 | During Trouble on the Homefront sidequest | Overseer | Convince Overseer to step down |
Springvale | Silver's Ranch | Silver | Convincing Silver to pay you 400 caps |
Megaton | The Clinic | Doc Church | Learn about Leo's Drug Habit |
Megaton | The Clinic | Doc Church | Ask about locating a Lipoplasticator or Micro Dermal Graftilizer. Note: Must activate Replicated Man quest first. |
Craterside Supply | Moira | Lie to Moira about scouting the Super-Duper Mart (Quest:The Wasteland Survival Guide) | |
Megaton | Craterside Supply | Moira | Convince Moira that writing the Wasteland Survival Guide is a bad idea. This will end the quest and give you the Dream Crusher perk. |
Megaton | Craterside Supply | Moira | Find any frag mine then lie to Moira about Minefield. |
Megaton | Craterside Supply | Moira | Lie to Moira about the mole rat repellant (Quest:Wasteland Survival Guide) |
Megaton | Moriarty's saloon | Colin Moriarty | Convincing Colin Moriarty to speak about dad |
Megaton | Moriarty's saloon or anywhere else you can find him | Jericho | Convincing Jericho to tell you what he knows about the Wasteland |
Megaton | Moriarty's saloon | Mr. Burke | Convince Mr. Burke to pay you 1000 caps for destroying the town |
Megaton | anywhere you find him | Lucas Simms | Convince Lucas Simms to pay you 500 caps for disarming the bomb |
Megaton | Moriarty's saloon | Gob | Convince Gob to talk about your father |
Megaton | Moriarty's saloon | Nova | Convince Nova to tell you Moriarty's password |
Megaton | The Brass Lantern, Water processing plant | Leo Stahl | Confront Leo Stahl about his drug problem |
Grayditch | Outskirts of Grayditch | Bryan Wilks | Convince Bryan Wilks that everything will be fine |
Grayditch | Outskirts of Grayditch | Bryan Wilks | Convince Bryan Wilks to give you the Grayditch Dumpster Key |
Marigold Station | Doctor Lesko's lab | Doctor Lesko | Convincing him to give his reward after killing the Marigold ant queen |
Marigold Station | Maintenance Room | Lug-Nut | Convince Lug-Nut to leave you with your naughty nightwear |
Northwest Seneca Station | Home of Murphy and Barrett | Murphy | Convince Murphy to pay you 30 caps for Sugar Bombs instead of 15 |
Meresti station | Home of The Family | Robert | Convince Robert that you are ok |
Meresti station | Home of The Family | Vance | Convince Vance that you don't need further explanation |
Meresti station | Home of The Family | Vance | Convince Vance to give you the access code to speak to Ian West |
Meresti Trainyard | Between the 2 structures | Escaped Slave | Convince Escaped Slave to half the water they found |
Meresti station | Home of The Family | Justin | Convince Justin to give you the access code to speak to Ian West |
Meresti station | Home of The Family | Ian West | Convince Ian West to go home |
Meresti station | Home of The Family | Vance | Convince Vance to leave Arefu alone |
Canterbury Commons | Main street | Uncle Roe | Convince Uncle Roe to pay you 200 more caps for stopping the feud between AntAgonizer and Mechanist |
Canterbury Commons | AntAgonizer's Lair | AntAgonizer | Convince AntAgonizer to abandon her life as a super-villain |
Canterbury Commons | Robot Repair Center | Mechanist | Convince Mechanist to abandon his life as a super-hero |
Dukov's Place | Inside | Dukov | Ask for Dukov's Special Key for Mister Crowley during the quest You Gotta Shoot 'Em in the Head |
Dukov's Place | Inside | Dukov | Ask where Fort Constantine is after asking where Mister Crowley died (Part of You Gotta Shoot 'Em in the Head) |
Dukov's Place | Inside | Cherry | Convince her to follow you to Rivet City |
Paradise Falls | Main entrance | Grouse | Everyone has a price... |
Paradise Falls | Eulogy's Pad | Eulogy Jones | Convince him to sell the child slaves for 1200 caps instead of 2000 caps. |
Paradise Falls | In front of Eulogy's Pad | Forty | Convince him he's being paid too little during the quest Rescue from Paradise |
Paradise Falls | Inside the child slave pen | Squirrel | Convince him and Sammy to leave without Penny |
Paradise Falls | Inside the child slave pen | Penny | Convince her to leave without Rory Maclaren(Note: This speech challenge is unavailable if you already convinced Squirrel and Sammy to leave without her) |
Arefu | Guarding the entrance | Evan King | Asking why he is so scared |
Big Town | Walking around or in a building | Red | Ask for 200 more caps (results in negative karma) |
Big Town | Walking around or in a building | Red | Ask about Lipoplasticator. (note: Part of quest The Replicated Man... also available from Dr. Preston in Rivet City) |
Big Town | Walking around or in a building | Pappy | You came here with Bittercup. After speaking with Bittercup. |
Big Town | The Clinic | Timebomb | "It wasn't free" After saving him. |
Underworld | The Chop Shop | Doctor Barrows | Asking about Mister Crowley |
Underworld | The Chop Shop | Doctor Barrows | Asking Doctor Barrows to wake Reilly |
Underworld | The Chop Shop | Doctor Barrows | Convince Doctor Barrows to reveal information related to The Replicated Man without paying. |
Underworld | Walking around main concourse | Patchwork | Convincing Patchwork to speak about Mister Crowley |
Underworld | Walking around main concourse | Quinn | Convincing Quinn to speak about Mister Crowley |
Underworld | The Ninth Circle | Ahzrukhal | Convincing Ahzrukhal to speak about Mister Crowley |
Underworld | Walking around main concourse | Winthrop | Asking Winthrop for information about The Replicated Man |
Underworld | Walking around main concourse | Winthrop | Asking Winthrop for information about Mister Crowley |
Underworld | Carol's Place (Across from The Ninth Circle) | Carol | Asking Carol for information about Mister Crowley |
Underworld | Carol's Place (Across from The Ninth Circle) | Mister Crowley | Convince Crowley you killed Ted Strayer (if you did not) during You Gotta Shoot 'Em in the Head |
Underworld | Carol's Place (Across from The Ninth Circle) | Mister Crowley | Convince Crowley you killed Dukov (if you did not) during You Gotta Shoot 'Em in the Head |
Underworld | Carol's Place (Across from The Ninth Circle) | Mister Crowley | Convince Crowley you killed Dave (if you did not) during You Gotta Shoot 'Em in the Head |
Underworld | Carol's Place (Across from The Ninth Circle) | Mister Crowley | Ask Crowley for directions to Fort Constantine after giving him the last key in You Gotta Shoot 'Em in the Head |
GNR building plaza | Three Dog | Convince Three Dog to tell you about Dad without first helping him | |
Tenpenny Tower | Front Gate Intercom | Chief Gustavo | Tell him you have an offer for Mr. Tenpenny and convince him to let you in for free. |
Tenpenny Tower | Inside Tenpenny Tower | Chief Gustavo | Convince Gustavo that clearing out the ghouls is worth more than 500 caps. |
Tenpenny Tower | Inside Tenpenny Tower | Mr. & Mrs. Wellington | Convince Tenpenny to let the ghouls move in, Tenpenny Tower. |
Tenpenny Tower | Inside Tenpenny Tower | Mr. Ling | Convince Tenpenny to let the ghouls move in, Tenpenny Tower. |
Tenpenny Tower | Inside Tenpenny Tower | Ms. Montenegro | Convince Tenpenny to let the ghouls move in, Tenpenny Tower. |
Tenpenny Tower | Inside Tenpenny Tower | Ms. Lancaster | Convince Tenpenny to let the ghouls move in, Tenpenny Tower. |
Tenpenny Tower | Inside Tenpenny Tower | security guard | The security guard on top of the Tenpenny Tower before the door to Mr. Tenpenny. |
Oasis | Inside Oasis | Tree Father Birch | Ask who is requesting to see you. |
Oasis | Inside Oasis | Branchtender Linden | Ask how he came to be at Oasis. |
Oasis | Inside Oasis | Sapling Yew | Ask what Harold is afraid of. |
Ranger Compound | Inside the compound | Reilly | Offer to assist with collecting mapping data after completing Reilly's Rangers. |
Republic of Dave | Capitol Building | Dave | Tell him you are an ambassador from the wastelands |
Republic of Dave | Capitol Building | Dave | Ask for the key for Mr. Crowley during "You Gotta Shoot 'Em in the Head" (quest) |
Republic of Dave | Republic of Dave | Bob | Talk Bob into running for President |
Republic of Dave | Republic of Dave | Rosie | Talk Rosie into running for President |
Republic of Dave | Republic of Dave | Shawna | Convince Shawna that you have "Dave Relics" for the museum (she'll buy anything you want to sell if successful) |
Rivet City | Rivet City Science Lab | Madison Li | Convince Dr. Li to help you (gives you five stimpaks) |
Rivet City | In Rivet City | Ted Strayer | Ask for the key for Mr. Crowley during "You Gotta Shoot 'Em in the Head" (quest) |
Rivet City | In Rivet City | James Hargrave | Convince him to run away from home (Note: Results in karma loss, part of unmarked quest The Runaways) |
Rivet City | Bridge Tower | Private Jones | Convince Private Jones of an incident on the Flight Deck (gets him out of the room, possibly to raid armory) |
Rivet City | Weatherly Hotel | Vera Weatherly | Ask her about rumors (Note: Can be done at least three times. Possibly automatic chance for success on each.) |
Rivet City | Rivet City Marketplace | Bannon | Ask about the history of Rivet City (Note: Possibly automatic chance for success) |
Rivet City | Top of Bridge Tower | Mister Lopez | Convince him to not commit suicide by jumping off the tower |
Rivet City | Capitol Preservation Society | Abraham Washington | Ask him how he knows so much about the Declaration of Independence |
Agatha's House | Agatha's House | Agatha | Convince Agatha that finding the Soil Stradivarius is worth a reward |
National Archives | National Archives Strongroom | Button Gwinnett | Convince him that you are Thomas Jefferson there to retrieve the Declaration of Independence |
Girdershade | Outside Sierra Petrovita's shack | Ronald Laren | Convince Ronald to pay extra caps for the naughty nightwear (note: unmarked quest Grady's Package) |
Girdershade | Outside Sierra Petrovita's shack | Ronald Laren | After accepting The Nuka-Cola Challenge from Sierra, convince Ronald Laren to pay double for the Nuka-Cola Quantum |
Girdershade | Inside Sierra Petrovita 's shack | Sierra Petrovita | Convince Sierra to give you The Nuka-Cola Challenge without taking her tour. |
Girdershade | Inside Sierra Petrovita 's shack | Sierra Petrovita | Convince Sierra to tell you the secret prize for completing The Nuka-Cola Challenge before accepting it. |
Nuka-Cola Plant | Factory Floor | Milo, Shipping Foreman | Convince Milo you are a factory employee |
Red Racer Factory | Outside front door | Goalie Ledoux | Convince Goalie Ledoux to pay you 400 caps for the Nuka-Cola Clear Formula (only during The Nuka-Cola Challenge) |
Tranquility Lane | Neusbaum Residence or Lemonade stand outside | Timmy Neusbaum | Convince Timmy that his parents are getting a divorce, thus making him cry for Betty |
Tranquility Lane | Rockwell Residence | Janet Rockwell | Convince Mrs. Rockwell that her husband is cheating. This will break up their marriage for Betty |
Little Lamplight | Front Gate area | Mayor MacCready | Convince the Mayor to let you into Little Lamplight for the first time |
Little Lamplight | roaming | Mayor MacCready | After speaking to Eclair or Lucy about possible cave fungus trade, convince the Mayor (via threats) to give you his own supply (note: negative Karma, MacCready also warns not to expect any more 'good will' from Little Lamplight, unconfirmed what this entails.) |
Little Lamplight | Front Gate area | Knock-Knock | Convince Knock-Knock that her joke was funny (Note: can do this challenge over and over again) |
Little Lamplight | Murder Pass Gate area or roaming | Sammy | After Princess refuses to tell you how she got her nickname, convince Sammy to reveal the details. (note: Sammy is one of the children rescued from Paradise Falls in Rescue from Paradise) |
Little Lamplight | Front Gate | Sticky | After accepting to escort him to Big Town get Sticky to shut up. |
Raven Rock | Area 3B-right outside your cell | Enclave officer | Convince the guard that President Eden allowed you to leave your cell |
Raven Rock | Area 1A | President Eden | Convince him to destroy himself |
Citadel | Citadel Lab | Knight Captain Gallows | Ask him his real name |
Citadel | Citadel Lab | Knight Captain Dusk | Insult her and then speak to her again to make up for it |
Jefferson Memorial | Rotunda | Colonel Autumn | Convince him to give up (You will encounter this speech check regardless of whether or not you destroyed Raven Rock.) |
Jefferson Memorial | Rotunda | Colonel Autumn | Convince him to walk away |
Jefferson Memorial | Taft Tunnel | Dr. Madison Li | Convince her to give Garza Buffout instead of stimpaks |
Jefferson Memorial | Taft Tunnel | Dr. Madison Li | Convince her that Garza should be left behind |
Outcast Outpost | Stairs | Defender Morrill | Convince him that you're an Outcast and outrank him (Only works while wearing Outcast power armor) |
Anchorage Reclamation simulation | Chinese occupied refinery | General Jingwei | Convince General Jingwei to surrender. |
Anchorage Reclamation simulation | U.S. Army field headquarters | Quartermaster | Along with your requested gear you will also receive a Scoped Gauss rifle |
The Pitt | The Mill | Brand | Ask what he wants. |
The Pitt | Train tunnel | Ramsey | Convince him that you are the guy from The Pitt. |
Museum of History | Underworld | Griffon | Convince him that you won't tell anything, if he cuts the share 50/50. |
Springvale | Holy Light Monastery | Mother Curie III | Convince her that she should stop with the holy water. |
Point Lookout | Herzog Mine | Kenny | Convince him to let you stay. |
Mothership Zeta | Cryo lab | Elliot Tercorien | Convince him to leave without waking up other members of his squad. |
Strategy[]
Unlike Barter (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 Tag Skill 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 Bryan Wilks, Lug-Nut, or Goalie Ledoux), these non-player characters will only appear under predictable circumstances (nearing Grayditch, obtaining the naughty nightwear, or arriving at the Red Racer Factory); 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 Bryan Wilks or Vance, 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[]
- Tag! (permanent +15)
- Bobblehead - Speech (permanent +10)
- Lying, Congressional Style (permanent +1 or +2 with Comprehension)
- Paradise Lost (permanent +1 or +2 with Comprehension)
- Scoundrel (permanent +5 with each rank)
- Survival Expert (permanent +2, 4 or 6)
- Impartial Mediation (temporary +30 with neutral Karma)
- Yew's bear charm (temporary +10)
- Naughty nightwear (temporary +10)
- Button's wig (temporary +10)
Indirect[]
- Intense Training (permanent +2 per point of Charisma)
- Grape Mentats (temporary +2-10 depending on Charisma, a perfect Charisma of 10 will see no benefit)
- Ant queen pheromones (temporary +2-6 depending on Charisma, a perfect Charisma of 10 will see no benefit)
- Pre-War businesswear (temporary +5, includes "Dirty" and "Grimy")
- Lincoln's hat (temporary +5)
- General Chase's overcoat (temporary +5)
- Paulson's outfit (temporary +5)
Fallout: New Vegas[]
The initial skill is determined as follows:
Example: A starting Charisma of 5 and Luck of 5.
- 2 + 2 × 5 + 5/2 = 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[]
Sortable checks | ||
---|---|---|
Level | Character | Point in conversation |
20 | Joe Cobb | Convince him to tell his story of how he became incarcerated. |
15, 30, 45 | Swank | In lieu of evidence to convince him to allow the player to keep their weapons for the confrontation with Benny during Ring-a-Ding-Ding! |
25 | Trudy | Convince her to join the fight to defend the town in Ghost Town Gunfight. |
25 | Chet | Convince him to supply the player for the fight to seize the town in Run Goodsprings Run. |
25, 50, 75 | Karl | Trick him into losing his composure and expose his lies in front of Papa Khan during Oh My Papa. |
25 | Deputy Beagle | Convince him to stay and fight as a temporary companion during My Kind of Town. |
25 | Angela Williams | Convince her to tell her opinion about her boss Thomas Hildern. |
25 | Private Ortega | Convince her to tell her opinion of the sharecroppers at the NCR sharecropper farms. |
Ways to increase Speech[]
Direct[]
- Tag! (permanent +15)
- Lying, Congressional Style (permanent +3 or 4 with Comprehension)
- Meeting People (temporary +10 or 20 with Comprehension)
- Benny's Suit (temporary +5)
- Dean's Tuxedo (temporary +5)
- Naughty nightwear (temporary +10)
- President Kimball's suit (temporary +5)
- Pre-War businesswear (temporary +5)
- Vera's outfit (temporary +5)
- Caesar's armor (temporary +5)
- Vault jumpsuit (temporary +2)
Indirect[]
- All items that yield Charisma bonuses can be stacked to a max Charisma of 10. Further bonuses are lost.
- Party Time Mentats (temporary +10 to Speech, as a result of Charisma gain, can be stacked with Mentats)
- Mentats (temporary +2 to Speech, as a result of Charisma gain)
- Absinthe/Beer/Irradiated beer/Jake Juice/Scotch/Irradiated Scotch/Vodka/Whiskey/Irradiated whiskey/Wine (temporary +2 to Speech, as a result of Charisma gain, stackable with Mentats)
- Sexy sleepwear (temporary +2 to Speech, as a result of Charisma gain)
- T-51b power armor helmet (temporary +2 to Speech, as a result of Charisma gain)
- Sheriff's duster (temporary +2 to Speech, as a result of Charisma gain)
- Bounty hunter duster (temporary +2 to Speech, as a result of Charisma gain)
- Regulator duster (temporary +2 to Speech, as a result of Charisma gain)
Speech-based Perks[]
Perk | Requirement | Level |
---|---|---|
Terrifying Presence | 70 | 8 |