Ultimate Perk Pack - Pack 1 (Version FINAL - By TheFakeEmpire)
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Fishboy/girl
Requires
-Level 2
Thanks to the radiation of the Wasteland, you have developed gills that allow you to breathe underwater. As a result of this, you also receive 25% less radiation when drinking from an irradiated water source.

Nimble
Requires:
-Level 2
-Agility 6
-Strength less than 5
With this perk, you gain 25 AP as a result of your small and maneuverable frame, but yet you cannot carry nearly as much.
-Note: Reduce carry weight by 50

Pacifist (3 Ranks)
Requires:
-Level 2
You detest conflict in all its forms, instead reveling in the intellectually stimulating and peaceful solutions. Your combat skills decrease by 10, but your non-combat skills increase by 10.
-Note: Explosives is not decreased, due to a limitation of the G.E.C.K.

Paranoid
Requires:
-Level 2
You are extremely anxious of those around you, and are constantly on the look-out. As a result, you have greatly increased perception, but your fear results in decreased AP.
-Note: AP -15, PER +2 

Powered By Money
Requires:
-Level 2
You collect some caps, and it only drives you to collect more, which gives you strength you never knew you had. With this perk, for every 5000 caps you have, you can carry 10 pounds more of equipment (up to a maximum 50 pounds).

T.G.I.F.
Requires:
-Level 2
Thank God It's Friday. You love Fridays, and feel so much more free on them. With this perk, you gain +15% EXP and 15 AP on Fridays.

Grognak's Disciple (3 Ranks)
Requires:
-Level 4
-Strength 5
You are becoming more and more like the legendary Barbarian. With each rank you gain 5 points of damage to your melee attacks.

Polar Existence
- Level 4
People either love you or hate you. With this perk, peoples' reactions to you will be more extreme, one way or the other.

Evil Genius
Requires:
-Level 6
-Intelligence 6
-Science 50
With this perk, while you maintain an Evil or Very Evil Karma level, you gain 30% more experience points.

I Don't Like Mondays
Requires:
-Level 6
Mondays make you angry. With this perk, you can unleash that anger- you gain +50% critical chance on Mondays.

Tough Motherfucker
Requires:
-Level 6
-Strength 6
-Endurance 6
You are one tough motherfucker. With this perk you gain a point each to both endurance and strength, and enemies are 25% less likely to critically hit you. However, chems have no effect on you.

Worth The Wait
Requires:
-Level 6
-Luck exactly 5
Your critical hits don't happen often, but when they do it's certainly worth the wait. Your chance to critically hit is halved, but they deal twice as much damage (sneak attack criticals are not affected).

Bang! (3 Ranks)
Requires:
-Level 8
-Explosives 50
-Agility 5
You are an expert in throwing grenades, and your accuracy when doing so significantly increases.
-Note: +15% accuracy with grenades, then +30%, then +50%

Last Gasp Effort
Requires:
-Level 8
-Strength 6
With your dying breath you gain the power to kill whatever nearly killed you. When your HP drops below 10%, all your attacks result in critical hits.

Steady As She Goes
Requires:
-Level 8
-Endurance 5
-Big Guns 50
Description: You have learned how to hold big guns steady when firing. With each rank of this perk you gain +15% accuracy (plus a small mastery bonus at rank 3) in V.A.T.S. when using a big gun.
-Note: +15% accuracy with big guns, then +30%, then +50%

Crazy Ivan
Requires:
-Level 10
-Explosives 50
Bang! Boom! Hahahaha! You love your explosives, making you much more effective at using Grenades. However you can't hold traditional weapons without shaking nervously, decreasing your accuracy with all other weapons in V.A.T.S.
-Note: +10% hit chance with grenades in V.A.T.S., +25 AP with grenades equipped, +10 explosives, -15% accuracy with other weapons in V.A.T.S.

Desire To Help
Requires:
-Level 10
You are driven by helping others, and you find that doing so gives you strength. With this perk, for each captive you rescue from the Super Mutants, you gain +5% damage against any Super Mutant (to a maximum of +50% damage).

Merciful Killer
Requires:
-Level 10
You are quick to put your enemies out of their misery. For their own good, of course. With this perk, while you maintain a Karma level of at least Good, you deal twice as much damage to foes beneath 25% health.

Bear Grylls
Requires:
-Level 12
-Endurance 6
You have the amazing ability to be able to eat any creature you kill, no matter how disgusting. While in sneak mode, you can devour creatures you have slain to replenish HP.

Kamikaze
Requires:
-Level 12
-Endurance 5
-Intelligence less than 7
You have learned from those Mole Rats, and now charge into combat with no thought for your own safety. You gain 25 AP, but lose 20 DR.

Steady Hand
Requires:
-Level 12
-Agility 7
You have learned how to hold your hand steady when firing, increasing your accuracy with all weapons outside of V.A.T.S.
-Note: All weapons have half their normal spread

Love Being Hated
Requires:
-Level 14
-Charisma less than 6
You have become accustomed to being hated by the majority of the Wasteland. Their taunts, insults and, yes, even bullets, don't hurt you anymore. While you have an Evil or Very Evil Karma level, you gain 15% Damage Resistance.

Natural-Born Sniper
Requires:
-Level 14
-Agility 6
-Perception 6
You've never been a big fan of this mechanized stuff. With this perk, while not using V.A.T.S., you deal 50% more damage with Sniper Rifles.

The Brave
Requires:
-Level 14
-Endurance 9
-Strength 9
Fortune favours... you. You find your bravery finally being rewarded with good fortune. Gain 2 points of luck.

Realist
Requires:
-Level 16
Your adventures in the Wasteland have taught you a harsh truth- in order to gain, you must sacrifice. All your combat skills decrease by 25, but all your attributes rise by 1.
-Note: Explosives is not decreased, due to a limitation of the G.E.C.K.

The Repairman/woman
Requires:
-Level 16
Ranks: 1
You can repair a lifetime of bad habits. You're used to using fully repaired weapons, and as such deal much more damage with weapons that are over 90% of their condition, but less damage with those below 90% of their condition.

V.A.T.S. Master
Requires:
-Level 18
-Agility 7
You are an expert at using V.A.T.S. and have significantly more AP to do so, however your attacks outside of V.A.T.S. now quickly drain your AP.
-Note: Attacks outside of V.A.T.S. cost 25 AP, your AP can go into negative values, and you will not be able to enter V.A.T.S. until it goes into a positive value from normal methods of recovery (drugs, waiting, sleeping, or just the normal recovery rate), regardless of your AP value you can attack normally, but it will continue to send your AP into negatives.

Juggernaut
Requires:
-Level 20
-Endurance 8
-Strength 8
You are an unstoppable force of nature, and as such have significant damage resistance and increased health.
-Note: HP +60, DR +20%

Rad Invulnerability
Requires:
-Level 20
-Endurance 9
Your body has grown accustomed to the radiation that is so prevalent in the Wasteland, and you are now mostly immune to it. You gain 85% radiation resistance, and receive no radiation from water sources.

The Shadow
Requires:
-Level 20
-Sneak 75
You are a master at moving without being seen. So much so, that whenever you are sneaking you are cloaked in 25% invisibility.