'''''Nuclear Winter''''' is a tabletop RPG set AfterTheEnd, on our Earth. In 2059, World War III had come. In four hours, it was over. What's left of humankind struggle to survive. Raiders plague the wastelands. Yet, some still cling to hope... [[WorldHalfFull and they are right]].

Still in some kind of alpha version, developed by a French troper, Tropers/ElodieHiras. You can get it (no English version... Yet) [[http://www.mediafire.com/?zen6a70q7vwp1q0 here]], but don't bother, unless you can read French. If someone wants to make a translation, or anything to post on the web, go ahead, contact me, so I can list it under special thanks in my game. (Some stuff isn't in the actual version yet, but is stated here as WordOfGod.)

[[SimilarlyNamedWorks No relation to the]] ''VideoGame/HalfLife1: Opposing Force'' [[VideoGame/NuclearWinter mod]].

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!!''Nuclear Winter'' provides examples of the following tropes:

* AbsurdlySharpBlade: Carbon nanoblade. Knife made from nanotechnologies. Reaches 10,5 on Mohs scale of mineral hardness (10 is diamond).
* AfterTheEnd: The whole setting.
* AntiHero: from type II to type IV
* BackStab: OneHitKill, provided you sneak behind your enemy.
* BlackAndGreyMorality: You have the ObviouslyEvil raiders, slavers, and post nuke dictatorship. You have some ex military units, trying to bring back law and stability in the wastelands, even if they do some morally ambiguous actions.
* BondageIsBad: Well, there are some assholes into it. But not everyone into bondage is a monster.
* BornLucky: Heroes are born lucky, and can survive almost anything.
* CasualKink: BDSM requires lots of trust (would you let yourself be tied up easily in a world where lots of people will kill you/steal from you/both?), but isn't frowned upon.
* ChildSoldiers: Theoretically, in the ex-military faction, you need to be at least 18 (or any other age that was legal majority before the war in the country where the action is set) to be recruited. But since after a nuclear war, ID papers are uncommon, if you go to a recruitment center, are able bodied and minded, and look like you are old enough, then you are recruited.
* ColdSniper: There are two kind of these: The [[PsychoForHire murderer kind]], and those who have PTSD. The second kind can be [[DefrostingIceQueen warmed up though.]]
* EveryCarIsAPinto: [[AvertedTrope Nope]]. To make a fuel tank explode, you need some explosive or a Gatling gun loaded with tracers.
* FriendlySniper: you can find some of these in the wastelands.
* ForgottenPhlebotinum
* GatlingGood: Only on armored vehicles.
* ItemCrafting: possible, and invaluable if you need something, but can't find it.
* JackBauerInterrogationTechnique: Commonplace in the wastelands, even among the ex-military trying to restore law and stability.
* LostTechnology: Scientific, technological and medical fields.
* LuckStat: Saves you from death, and can turn failures into success.
* MadeASlave: Unfortunately, common in the wastelands.
** SexSlave: Some of the slaves are these.
* {{Nanomachines}}: A breakthrough was made before the war. Can assist in healing.
* TheMedic: Doctors.
** CombatMedic: Military doctors ([[JustifiedTrope Nobody is enforcing]] [[Webcomic/{{Concerned}} subsection B of the resolution of the international Geneva conference. Of october. 1863]])
* ReferenceOverdosed: lots of reference in the rulebook. [[VideoGame/MetalGear The cardboard box]], [[Franchise/{{Fallout}} War never changes]], [[VideoGame/CommandAndConquer Act on]] [[SugarWiki/AwesomeMusic Instinct]], [[Webcomic/{{Concerned}} subsection B of the resolution of the international Geneva conference. of October. 1863.]], and many other.
* ShellShockedVeteran: Post Traumatic Stress Disorder is common for soldiers and mercenaries. Some manage to cope with it, other don't.
* TankGoodness: There are some good tanks in the hands of ex-military units.
* UselessUsefulNonCombatAbilities: If you're going for an adventure in the military, diplomatic, stealing and commercials skills are useless. You usually shoot down ennemies, and you are provided with supplies at any base. As far as other abilities are concerned... They avert this trope. Chemistry enables you to craft medicine and bullets. Explosives have nearly no use in direct combat, but enable you to plant (and disarm) mines and explosives [[BoobyTrap traps]]. Mechanics does the same, but for mechanical traps, and enables you to maintain your guns, repair them, maintain your vehicles, and repair them. Creative use of electronics enable you to create makeshift turrets, and various traps. Computers are important to use some high end informatics systems (including guidance systems), and high security systems make good use of them. Medicine... Since this game averts HealThyself, and if not patched, a wound will take lots of times to heal, and perhaps even get infected... And only medicine can treat infections. Antibiotics do little if you don't know what you're doing. Lockpicking is essential, if you don't want to alert the enemy. As is Electronics security bypass. Stealth enables you to not get shot at. You can live without piloting skills, but then again, GunshipRescue is cool.
* WorldHalfFull: The wastelands are a hellish place to live. But, it can be changed for better.
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