Fallout Wiki
Register
Fallout Wiki
No edit summary
No edit summary
(8 intermediate revisions by 6 users not shown)
Line 24: Line 24:
 
{{Quotation|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}}
 
{{Quotation|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 ''[[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.
+
'''Speech''' 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: Brotherhood of Steel|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 [[Lanius|Legate Lanius]]) or commit suicide (in the case of the [[Master]] and [[Jingwei|General Jingwei]]).
 
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 [[Lanius|Legate Lanius]]) or commit suicide (in the case of the [[Master]] and [[Jingwei|General Jingwei]]).
Line 34: Line 34:
 
:<math>25+(2\times5)=35\%</math>
 
:<math>25+(2\times5)=35\%</math>
   
The Speech skill was in the first draft of ''[[Fallout Tactics]]'' skills, but was eventually left out.
+
The Speech skill was in the first draft of ''[[Fallout Tactics: Brotherhood of Steel|Fallout Tactics]]'' skills, but was eventually left out.
   
 
==''Fallout 3''==
 
==''Fallout 3''==
Line 441: Line 441:
 
|-
 
|-
 
| [[GNR building plaza]]
 
| [[GNR building plaza]]
| [[Galaxy News Radio (location)|Galaxy News Radio]]
+
| [[GNR building plaza|Galaxy News Radio]]
 
| [[Three Dog]]
 
| [[Three Dog]]
 
| Convince [[Three Dog]] to tell you about Dad without first helping him
 
| Convince [[Three Dog]] to tell you about Dad without first helping him
Line 595: Line 595:
 
| Convince Sierra to tell you the secret prize for completing [[The Nuka-Cola Challenge]] before accepting it.
 
| Convince Sierra to tell you the secret prize for completing [[The Nuka-Cola Challenge]] before accepting it.
 
|-
 
|-
| [[Nuka-Cola Plant]]
+
| [[Nuka-Cola plant]]
 
| Factory Floor
 
| Factory Floor
 
| [[Milo, shipping foreman]]
 
| [[Milo, shipping foreman]]
 
| Convince Milo you are a factory employee
 
| Convince Milo you are a factory employee
 
|-
 
|-
| [[Red Racer Factory]]
+
| [[Red Racer factory]]
 
| Outside front door
 
| Outside front door
 
| [[Ledoux|Goalie Ledoux]]
 
| [[Ledoux|Goalie Ledoux]]
Line 819: Line 819:
 
* 66 Speech to convince Jack in the [[Red Rock Drug Lab]] to make medicinal chems.
 
* 66 Speech to convince Jack in the [[Red Rock Drug Lab]] to make medicinal chems.
 
* 70 Speech to make Troike plant the thermite in the [[Gomorrah]] himself in [[How Little We Know]], giving you bad Karma.
 
* 70 Speech to make Troike plant the thermite in the [[Gomorrah]] himself in [[How Little We Know]], giving you bad Karma.
* 75 Speech to make [[Dog]] let [[God]] take over in the ''Dead Money'' DLC quest [[Put the Beast Down]]. (This can only be done if you convinced God to come out of the cage in the quest [[Find Collar 8: "Dog"]])
+
* 75 Speech to make [[Dog and God|Dog]] or God take over in the ''Dead Money'' DLC quest [[Put the Beast Down]].
 
* 75 Speech to convince the Strange Man during the Birds of a Feather quest to pay you for running chems.
 
* 75 Speech to convince the Strange Man during the Birds of a Feather quest to pay you for running chems.
 
* 75 Speech or the [[Confirmed Bachelor]] [[perk]] to convince [[Arcade Gannon]] to be your [[companion]].
 
* 75 Speech or the [[Confirmed Bachelor]] [[perk]] to convince [[Arcade Gannon]] to be your [[companion]].
Line 853: Line 853:
 
* ''[[Meeting People]]'' (+10 or 20 with [[Comprehension]])
 
* ''[[Meeting People]]'' (+10 or 20 with [[Comprehension]])
 
* [[Mentats (Fallout: New Vegas)|Mentats]] (+2 depending on current Charisma, a perfect Charisma of 10 will see no benefit.)
 
* [[Mentats (Fallout: New Vegas)|Mentats]] (+2 depending on current Charisma, a perfect Charisma of 10 will see no benefit.)
* [[Party Time Mentats]] (+2 -10 depending on current Charisma, a perfect Charisma of 10 will see no benefit, can be stacked with [[Mentats (Fallout: New Vegas)|Mentats]])
+
* [[Party Time Mentats]] (+2-10 depending on current Charisma, a perfect Charisma of 10 will see no benefit, can be stacked with [[Mentats (Fallout: New Vegas)|Mentats]])
 
* [[Absinthe]]/[[Beer]]/[[Irradiated beer]]/[[Jake Juice]]/[[Scotch (Fallout: New Vegas)|Scotch]]/[[Irradiated Scotch]]/[[Vodka (Fallout: New Vegas)|Vodka]]/[[Whiskey (Fallout: New Vegas)|Whiskey]]/[[Irradiated whiskey]]/[[Wine (Fallout: New Vegas)|Wine]] (+2 depending on current Charisma, a perfect Charisma of 10 will see no benefit.)
 
* [[Absinthe]]/[[Beer]]/[[Irradiated beer]]/[[Jake Juice]]/[[Scotch (Fallout: New Vegas)|Scotch]]/[[Irradiated Scotch]]/[[Vodka (Fallout: New Vegas)|Vodka]]/[[Whiskey (Fallout: New Vegas)|Whiskey]]/[[Irradiated whiskey]]/[[Wine (Fallout: New Vegas)|Wine]] (+2 depending on current Charisma, a perfect Charisma of 10 will see no benefit.)
 
* Eating an NPC after the perk [[Meat of Champions]] is acquired using the [[Cannibal]] perk (+2 depending on current Charisma, a perfect Charisma of 10 will see no benefit; potentially +3 if current [[Luck]] is even and not 10.)
 
* Eating an NPC after the perk [[Meat of Champions]] is acquired using the [[Cannibal]] perk (+2 depending on current Charisma, a perfect Charisma of 10 will see no benefit; potentially +3 if current [[Luck]] is even and not 10.)
Line 869: Line 869:
 
* [[Vera's outfit]] (+5)
 
* [[Vera's outfit]] (+5)
 
* [[Naughty nightwear (Fallout: New Vegas)|Naughty nightwear]] (+10) (potentially +11 if current [[Luck]] is even and not 10)
 
* [[Naughty nightwear (Fallout: New Vegas)|Naughty nightwear]] (+10) (potentially +11 if current [[Luck]] is even and not 10)
  +
* [[US Army General outfit]] (+10)
   
 
===Speech-based perks===
 
===Speech-based perks===

Revision as of 23:21, 30 June 2014

 
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOT
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOT
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 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 and General Jingwei).

Fallout and Fallout 2

Example: A starting Charisma of 5 .

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

Fallout 3

Example: A starting Charisma of 5 and Luck of 5.

Bobblehead Speech

"Let words be your weapon."

During dialog with characters, you may be presented with a Speech Challenge. A Speech Challenge is a response preceded by the word "[Speech XXX%]", 'XXX' being the percentage chance of success (e.g. [Speech 25%]). Speech Challenges open up additional possibilities in dialog with characters, such as getting them to reveal information they would otherwise keep hidden or pay larger sums of bottle caps for a task. Not every Speech Challenge will have the same chance of success, since some characters may be harder to persuade than others. If failed, a Speech Challenge cannot be repeated.

The percentage of success is determined by various factors. The primary factor is your Speech skill. The higher it is, the better the chance of success. Charisma itself has an affect on your percentage of success. A character with a 1 in Charisma and 100 in Speech will be less effective than one with a 10 in Charisma and a similar Speech level. Having a weapon drawn will have a slight effect on your possibility of success. Finally, succeeding in a Speech Challenge with a character will make future Speech Challenges with that character easier to pass, if applicable.

Certain Speech Challenges are not checked against your Speech skill, but against other factors. These can include your S.P.E.C.I.A.L. statistics, certain perks (Lady Killer/Black Widow, Child at Heart, etc.), or your Karma. In these cases, "[Speech]" will be replaced with the relevant item being checked against ([Strength], [Karma], [Toughness], etc.). Such checks will occasionally override normal Speech Challenges. Note that these options, unlike a Speech check, will automatically succeed since you have met the requirement. Karma is an exception, as being evil or good will influence the response.

Speech success chance

The precise chance of success appears to be Charisma Bonus * Speech Skill / Difficulty, where "difficulty" depends on the particular Speech Check, but not on game difficulty level. Thus, doubling your Speech skill doubles your chance of success, and Charisma gives a non-linear bonus according to this table:

Charisma Multiplier
1 100%
2 106%
3 114%
4 123%
5 133%
6 145%
7 158%
8 173%
9 189%
10 206%
Speech Challenge
Difficulty
XP reward
Very Easy 5
Easy 10
Average 20
Hard 30
Very Hard 50

Sample difficulties for early Speech Checks are 215 to convince Lucas Simms to increase your reward, 147 to convince Gob to give you information, and 111 to convince Jericho 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 AntAgonizer or Mechanist, and is about 457.

Speech challenges

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.

Megaton

Craterside Supply Moira Brown Lie to Moira about scouting the Super-Duper Mart (Quest:Wasteland Survival Guide)
Megaton Craterside Supply Moira Brown 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 Craterside Supply Moira Brown Ask her if she has info on the android. (Quest:The Replicated Man)
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 Mister Burke Convince Mister 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 Metro Station Home of The Family Robert Convince Robert that you are ok
Meresti Metro Station Home of The Family Vance Convince Vance that you don't need further explanation
Meresti Metro Station Home of The Family Vance Convince Vance to give you the access code to speak to Ian West
Various (See Fallout 3 random encounters) Escaped Slaves/Wasteland Settlers Convince Escaped Slaves/Wasteland Settlers to share half the water they found
Meresti Metro Station Home of The Family Justin Convince Justin to give you the access code to speak to Ian West
Meresti Metro Station Home of The Family Ian West Convince Ian West to go home
Meresti Metro 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 the Mechanist
Canterbury Commons AntAgonizer's lair AntAgonizer Convince AntAgonizer to abandon her life as a super-villain
Canterbury Commons Robot Repair Center Mechanist Convince the 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 house Squirrel Convince him and Sammy to leave without Penny
Paradise Falls Inside the child slave house 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 Galaxy News Radio 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 Mister 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 laboratory Knight Captain Gallows Ask him his real name
Citadel Citadel laboratory 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)
Operation: Anchorage Simulation General Jingwei Convince General Jingwei to surrender.
Operation: Anchorage Simulation 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.
Broken Steel Underworld Griffon Convince him that you won't tell anything, if he cuts the share 50/50.
Broken Steel Holy Light Monastery Mother Curie III Convince her that she should stop with the holy water.
Mothership Zeta Cryo lab Elliott Tercorien Convince him to leave without waking up other members of his squad.
Point Lookout Herzog Mine Kenny Convince him to let you stay.

Strategy

In addition to counting towards the Silver-Tongued Devil achievement, successful Speech Challenges in Fallout 3 can yield the player any number of benefits though experience is always rewarded for a successful Speech check and is influenced by Well Rested status and the Swift Learner perk. Other rewards may include: a significant increase in caps for completing quests, keys or passwords, Karma, additional items, or even the chance to peacefully resolve some quests without the need for violence.

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 your character will be very, very adept with a fairly uncommon occurrence in the game mechanics.

With Speech challenges, you only have 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), if you're serious about succeeding in a Speech challenge, you're probably going to be careful enough to save the game before rolling the dice anyway. Using this strategy, a higher Speech skill will only increase your probability of success, which translates to fewer game reloads until you succeed. Considering this, spending ten points to increase from a Speech of 30 to a Speech of 40 is likely to be completely unnoticeable in actual 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 you 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 you 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

Permanent
Temporary

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

Fallout: New Vegas

Example: A starting Charisma of 5 and Luck of 5.

Speech no longer has a '%' chance of working as in Fallout 3. It now works 100% of the time if you have the right Speech skill, which makes it impossible to save and load to bypass speech challenges. A Speech challenge beyond the player's ability will usually have one dialogue option, and another when it is within the player's ability. Speech is an extremely useful skill in New Vegas, since it can frequently allow the player to avoid fights or accomplish quests more easily.

Speech in quests and exploration

Ways to increase Speech

Permanent
Temporary

Speech-based perks

Perk Requirement Level
Terrifying Presence 70 8