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Paranoia PARANOiA Paranoia Paranoia Paranoia Paranoia Paranoia Paranoia Paranoia
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Paranoia ist allgemein ein Begriff für bestimmte wahnhafte psychiatrische Störungen, umgangssprachlich meint man damit jedoch oft den Verfolgungswahn, eine übermäßige, teilweise unbegründete Angst. Paranoia kann Folge einer Überdosierung von Cordrazin sein. (TOS: ) 1996 glaubt Henry Starling, die USS Voyager wolle ihm seine Technologie aus dem 29. Jahrhundert stehlen. Der Doktor diagnostiziert daraufhin eine paranoide Persönlichkeitsspaltung und empfiehlt Starling, einen Psychotherapeuten aufzusuchen. (VOY: ) Ich habe nicht mehr viel Zeit. Ich war wohl doch zu unvorsichtig. Sie sind mir auf der Spur, wahrscheinlich sind sie schon auf dem Weg hierher. Meine Kraft ist am Ende, ich kann nicht mehr fliehen; sie sind überall. Bald haben sie mich. Ich werde die Zeit, die mir noch bleibt, nutzen, um das, was ich herausgefunden habe für die Nachwelt aufzuschreiben. Die Welt muss die Wahrheit erfahren! Sie sind in meinem Kopf. Und auch in deinem! Sie manipulieren uns, sie halten uns dumm, sie berieseln uns tagtäglich mit willenzerfressendem Geschwätz, sie halten uns in Angst und Schrecken, sie geben uns ausgesuchte Pseudoinformation, damit wir glauben, wir wüssten etwas, aber wir wissen einen Scheiß! Sie implantieren uns Gedanken und Gefühle, sie reden uns ein, minderwertig zu sein, damit wir ihren Drec Paranoia is waking up to immense fear and hatred of someone else, which is what usually happens when you have to deal with crap like going to school, having to do classwork given out by the teachers, and then when you go home, it's still not enough because you find yourself doing homework that your mom's making you do. So it can be a pretty stressful thing to go through, honestly, if you look at it a different way than how your sister looks at it when she's....nevermind. Paranoia ist die 36. Episode der Serie Law & Order: SVU und lief als 14. Episode der 2. Staffel. Als Benson und Stabler die brutale Vergewaltigung einer Polizistin im Einsatz untersuchen, stoßen sie auf zahlreiche Ungereimtheiten, die auf Verwicklungen von Kollegen des Opfers in den Fall hindeuten... Paranoia is the 96th level in Chip's Challenge 1. The level's name suggests that the player will become distrusting of everything, and downright scared of tanks in particular. Paranoia's hint might add to the frustration: although the fire boots save 17 seconds, they are indeed not required to complete the level. This page lists all dead Paranoida PCs. Unnamed Paranoia PCs - note that while normally each dead PC should have a page of his own, the number of dead "Unnamed Paranoia PCs" is so huge that it is appropriate to put all of them on a single page... But if you can remember the name of the PC, create a new page. Increases the Stealth detection for the Felhunter's Warlock master and his/her party members. Very useful for trying to find Rogues, Druids, or any class that can play Night Elves, since Night Elves all have the ability to become hidden with Shadowmeld. There is no casting time, cooldown, or mana cost; Paranoia is a permanent buff to anyone in the party who stays within 30 yards of the Felhunter. Note that Paranoia does not assist with invisibility detection, although this is unsubstantial as warlocks can buff friendly players with invisibilty detection already. OPENING SPIEL: "Live, coast to coast, America plays Paranoia! You're playing from satellite cameras in living rooms around the country. You're connected by internet and by telephone. You're all battling one studio contestant. Paranoia, it starts now!" An interactive phone-in show where a contestant competed against phone-in players. Mezame-P's 7th original VOCALOID work. This song is featured in the EXIT TUNES compilation album Vocalosensation. This song entered the Hall of Fame on March 15, 2012 (after two days). This song entered the Legends on October 29, 2013. Paranoia is a Raven appearing in Armored Core 3. He is ranked E-13 in the Arena. He is partnered with Paradox in the Extra Arena and they hold the title of the twentieth highest ranked team. To make effective use of the Burst, try to activate it when opposing players are disperse throughout the battlefield, losing sight of where their friends are. Not all that useful when they are clumped together, unless you use it to move into that group. Level: Treant 9 Spell Resistance: yes Opening your mouth, you release a blast of illusory evil that rips at the enemy's very spiritual core. As a standard action, Creatures within a 60 foot cone must make a Will saving throw DC: 19+Constitution modifier or take normal damage as well as 1d6 damage per level (Max 10d6). Creatures that make their save only take 5d6 damage and are no longer effected. Creatures that fail their saving throw however take the same damage next round and need to make the saving throw again. Every round for 10 rounds the creature is effected by this ability once again. This is a mind effecting ability, and it even effects creatures normally immune to such effects, however they gain a +6 bonus on the saving throw. The diagnosis also requires a sense of self-importance (warranted or unwarranted), as being persecuted implies that the individual is somehow worth persecuting. It is similar to how a politician would feel, if one of his electorate hit him with an old piece of wood, or an expenses/sex scandal. Paranoia is a sixth sense that only very special people possess. This sixth sense gives the individual the gift of foresight. Any paranoid can see, clear as day, the truth behind conspiracy and the deep jealousy and hatred within others that his or her gifts draw. Despite the constant awareness that society does not welcome “unusual” and “gifted” people who “know too much”, paranoids can usually work and function in everyday society, but prefer to spend their home life behind twitching curtains, coll NC: Hello, I'm The Nostalgia Critic. I remember it so you don't have to. Well it's that DVD review time again, and you know what that means, I have to find something public domain to look at...or else I'm decapitating Hollywood. But you know what? I don't want to. Yeah. Fuck it! I mean, I'm sick of looking at crappy sci-fi, or 40's propaganda! I want to do something current, popular, and even something I asked permission for. NC: Hey Brad, can I review Paranoia? Brad: Go fuck a horse! NC: Thanks. This is Paranoia. NC: (Imitating Tommy Wiseau from The Room) O hai, Mark. (Cut to NC) Mark: Be safe. Paranoia is a high-stakes thriller starring Liam Hemsworth, Gary Oldman and Harrison Ford, based on the book by Joseph Finder. Paranoia is a side mission found in the Historic District in inFamous, in which Cole tracks down members of the First Sons who are stalking the park. Paranoia is set somewhere in the near future, in a Power Station. A recent discovery of coal in Eastern Europe has run Nuclear Power Stations out of business and new coal powered stations are being built over them around the world. The Power Station featured in the game has been built over the now decomissioned Drax Power Station in the UK, which is also visited in a ruined state later on in the game. There are six chapters in Paranoia. In the first chapter, Prologue, the player is introduced to the gameplay mechanisms and the setting of the game. They find themselves inside the coal cart of a train approaching the New Drax Power Station, and after getting inside, must evade the workers of the facility. Gold Reward File:GoldIcon.png Reputation Disposition Type Creatures Enemies Quest ID Paranoia is a quest in The Elder Scrolls IV: Oblivion. In the Hero's travels in Skingrad, Glarthir will eventually approach them and give them the quest Paranoia. Glarthir will tell them to meet him behind the chapel at midnight. If they ask someone in town about Glarthir, Captain Dion of the Skingrad Guard will approach them and tell them that Glarthir is crazy and to report to him any strange things Glarthir may suggest. Paranoia de No Te Va Gustar: El tiempo otra vez avanza. Únicamente se puede aprender por MT Paranoia es un jefe de el juego Castlevania: Dawn of Sorrow que se encuentra en el area de la Pensión demoniaca (una zona solo accesible a tráves de él Pináculo).Antes de enfrentarte al verdadero lucharas con una version pequeña de él, la cúal es mucho más debil. Luego, en la siguiente sala aparecera el real. Este usa 5 espejos por los cuales se transporta para atacarte.Luego de derrotarlo obtendremos su alma, la cúal es necesaria para poder sacar los 2 finales ocultos del juego el bueno y el malo, además de permitirle al jugador adentrarse en los espejos dispersos por todo el castillo en los cúales hay tesoros. Paranoia is a professional wrestler currently working for The Ultimate Wrestling Experience in Pennsylvania. Stream: 28.8 Voltage: 30 Air: 6.5 Freeze: 0 Chaos: 0 La paranoia è quella psicosi che può sempre tornare utile come dimostrazione di seminfermità mentale in un processo per omicidio, ma soprattutto un ottimo movente per commettere crimini contro l'umanità. Paranoia was a figment of Dave Lister's imagination, and a representation of Lister's inner insecurities, that was made solid aboard Red Dwarf by a mutated virus. thumb|Uno de los posibles finales de la misión Paranoia es una misión secundaria en The Elder Scrolls IV: Oblivion, en la que nuestro objetivo será investigar a ciertas personas, que intentan atentar contra la vida de Glarthir. Se activa hablando con este en la ciudad de Skingrad y tras cada seguimiento deberemos reunirnos con el a medianoche en la capilla de la ciudad. Paranoia is a human mental state in which a person lives in the belief (incorrectly, or without real evidence) that other people are plotting, planning or otherwise going against him / her. The degree to which someone can be classed as paranoid can vary greatly. Someone may believe this about small everyday things such as a comment made by someone else. Other people actually suffer from paranoia to an extent which could class them as mentally disabled. However, in cases such as this, it is likely that the person is suffering from a more mainstream psychological disability and paranoia is a mere symptom of it. Als Paranoia wird bei einem Menschen das Auftreten von Wahnvorstellungen bezeichnet, welche äußere Bedrohungen der eigenen Person beinhalten. Hierbei kommt es häufig zu Verfolgungsängsten und Verschwörungsvorstellungen. Paranoia ist keine eigenständige psychologische Erkrankung sondern ein Symptom von Erkrankungen. Bestimmte Drogen, insbesondere Stimulanzien und Cannabis ("Kiffer-Paranoia"), können als Teil ihrer Rauschwirkung paranoide Vorstellungen auslösen. Sie können auch als Folge von Hirnschädigungen durch starken Ethanolismus auftreten. Paranoia is a thought process characterized by excessive anxiety or fear, often to the point of irrationality and delusion. Paranoid thinking typically includes persecutory beliefs concerning a perceived threat towards oneself. In the original Greek, παράνοια (paranoia) simply means madness (para = outside; nous = mind). Historically, this characterization was used to describe any delusional state. Paranoia (рус. Паранойя) — модификация для Half-Life. Upon travelling back to the year 1986 with his senior staff, James T. Kirk cautioned them that the surrounding culture was extremely primitive and paranoid. (Star Trek IV: The Voyage Home) In 2365, a psychotronic stability examination Data showed the presence of a secondary, "sensitive yet paranoid" personality within the android; that of Dr. Ira Graves. (TNG: "The Schizoid Man" ) Later that year, Garak used the term when referring to Gul Dukat's counter-insurgency program and the unusually large number of interrogative subroutines he had planted in the code. (DS9: "Civil Defense") Paranoia is the belief by a patient that they are being watched, monitored or that someone is about to do them harm. It is a common symptom of many mental illnesses (particularly schizophrenia), but can also arise in patients who are suffering from organic diseases. It can also be a side effect of some medications. Paranoia is a Prise who was in charge during Year of the Black Rainbow. She was responsible for visiting Dr. Hohenberger and kick-starting the development of the IRO-Bots. She also unnotably gave some Mages genetic material that was made into Cambria. Artist: 180 BPM: 180 First Appeared On: DanceDanceRevolution Length: 1:41 Difficulty: SP: 2/6/7/8 DP: 7/8/9 Erase una vez, dos chicas que eran compañeras de clase, trabajaban juntas aunque no se entendían muy bien socialmente. Una de ellas, Aura, era noble, sencilla, creativa y muy amigable, y la otra, Emma, era presumida, exigente, le gustaba la vida lujosa y de apariencias. Emma no lloró pero si empezó a sentirse mal por todo lo que le había hecho a Aura, pero pensó "la vida continúa". Según Emma, Aura la visita todos los días para vigilar que no hiciera nada malo y aprendiera hacer el bien. Paranoia is a proactive state of mind in which an individual has clearly decided they're not going to set back and let themselves get invaded by the japs, mexicans, germans, or terrorists. This person has made a wise decision of not allowing "them" to take his god-d*mn guns and freedoms away. He or she has woken up from the deep sleep that infects each of us in this liberal society on the brink of a free-for-all; a country that is sadly losing its balls day by day. Paranoia might refer to: * Paranoia (L&O), the Law & Order season 6 episode. * Paranoia (SVU), the Law & Order: Special Victims Unit season 2 episode. Paranoia je psychická porucha, která se vyznačuje nadměrnou podezřívavostí. Osoby trpící paranoiou jsou často přívrženci konspiračních teorií. Trpí představou, že snahou osob v jejich okolí je ublížit jim. Pokud si myslíš, že paranoia je výsadou pouze několika bláznů a psychopatů, tak jsi na velikém omylu. Paranoiou trpí až 15 % obyvatelstva, takže ty, vážený čtenáři Necyklopedie, jsi pro 15 % svého okolí škůdcem, ne-li přímo vrahem. Dej si pozor! Může se stát, že ti nějaký paranoik v zájmu vlastního bezpečí píchne kudlu do zad. Už se tak několikrát stalo! Ještě jednou – měj se na pozoru. "Paranoia" ist die 163. Folge von Desperate Housewives. Paranoia is a mental disorder, often present in psychosis, which involves intense anxiety about threat, persecution or conspiracy. According to Stephen Grosz, paranoia may be rooted in a fundamental fear of indifference from others. (Source: Aronovitch, David. Voodoo Histories: The Role of the Conspiracy Theory in Shaping Modern History. New York: Riverhead Books, 2010. page 371.) Paranoia ist eine Krankheit für Verrückte oder alte Leute und zeichnet sich durch hektisches Verhalten bzw der festen Überzeugung aus, verfolgt zu werden. * "Sie sind hier!! Sie sind überall, ich kann sie spüren" * "Wer sind Sie?" * "Na Sie halt, verdammt ich darf nicht zu laut sprechen" * "Wovon redest du?" * "Ich hab jetzt keine Zeit dafür, sie sind hinter mit her..." * "Du bist doch Paranoid !!" * "Nein, aber die Welt verfolgt mich !!" [[Файл:Paranoia_XP.png|thumb|right|Обложка книги правил Paranoia XP. Дымящиеся сапоги стали символом одного из вариантов игры задолго до выпуска Да, Тёмный Властелин! ]]Паранойя — система для юмористических игр в антураже антиутопического будущего. Впервые выпущена в 1984 году West End Games, с 2004 поддерживается Mongoose Publishing. Игроки берут на себя роль агентов, борющихся с «неправильным образом мыслей» (причём каждый из их персонажей автоматически является сторонником запретных взглядов, работающим на подполье — но у каждого игрока разное) и исполняющих задания в условиях тотальной паранойи и попыток свалить свои ошибки и саботаж поручений начальства на товарищей по группе. Paranoia is a science fiction dystopian role-playing game first released in 1984 by West End Games. Paranoia ist eine Nebenquest in The Elder Scrolls IV: Oblivion.
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Paranoia is a science fiction dystopian role-playing game first released in 1984 by West End Games. thumb|Uno de los posibles finales de la misión Paranoia es una misión secundaria en The Elder Scrolls IV: Oblivion, en la que nuestro objetivo será investigar a ciertas personas, que intentan atentar contra la vida de Glarthir. Se activa hablando con este en la ciudad de Skingrad y tras cada seguimiento deberemos reunirnos con el a medianoche en la capilla de la ciudad. Stream: 28.8 Voltage: 30 Air: 6.5 Freeze: 0 Chaos: 0 Paranoia ist eine Nebenquest in The Elder Scrolls IV: Oblivion. Paranoia de No Te Va Gustar: El tiempo otra vez avanza. "Paranoia" ist die 163. Folge von Desperate Housewives. [[Файл:Paranoia_XP.png|thumb|right|Обложка книги правил Paranoia XP. Дымящиеся сапоги стали символом одного из вариантов игры задолго до выпуска Да, Тёмный Властелин! ]]Паранойя — система для юмористических игр в антураже антиутопического будущего. Впервые выпущена в 1984 году West End Games, с 2004 поддерживается Mongoose Publishing. Игроки берут на себя роль агентов, борющихся с «неправильным образом мыслей» (причём каждый из их персонажей автоматически является сторонником запретных взглядов, работающим на подполье — но у каждого игрока разное) и исполняющих задания в условиях тотальной паранойи и попыток свалить свои ошибки и саботаж поручений начальства на товарищей по группе. Paranoia is a high-stakes thriller starring Liam Hemsworth, Gary Oldman and Harrison Ford, based on the book by Joseph Finder. Paranoia is a side mission found in the Historic District in inFamous, in which Cole tracks down members of the First Sons who are stalking the park. Erase una vez, dos chicas que eran compañeras de clase, trabajaban juntas aunque no se entendían muy bien socialmente. Una de ellas, Aura, era noble, sencilla, creativa y muy amigable, y la otra, Emma, era presumida, exigente, le gustaba la vida lujosa y de apariencias. En el tiempo en que trabajaron juntas thumb|352pxEmma sometía a Aura para que hiciera el trabajo ella sola y a gusto de Emma, Aura por miedo de que podía hacer Emma en contra de ella, sólo callaba y trabajaba, pero era tanto el agotamiento físico y emocional que sufría Aura que tuvo una crisis nerviosa muy intensa, algo que a Emma no le interesó y aún asi la siguió sometiendo a más trabajo. Aura no le decía nada a su madre respecto a lo que pasaba con Emma, pues le tenía bastante miedo a Emma. Aura ya estaba llegando a su límite, a la hora de presentar el trabajo frente a los profesores empezó a temblar y a sudar frío, sus nervios se estaban apoderando de ella, su voz se quebrantaba y expuso de una manera poco convincente, a pesar de que ella era quien había hecho todo el trabajo. Emma se llenó de rabia y al salir del salón donde expusieron, Emma llena de rabia, abofeteó a Aura y comenzó a insultarla en frente de todos sus compañeros. Aura lo único que hizo fue llorar en el piso, sudando y temblado de la manera más aberrante hasta que finalmente se desmayó. Sus compañeros asustados corrieron a auxiliarla y observaron que casi no tenía pulso. Emma al principio pensó que solo era un drama para llamar la atención, pero luego muy asustada salió hacia el baño y luego vio pasar a sus compañeros con Aura cargada, la llevaron en taxi hasta un hospital. Emma no fue al hospital por miedo a que le dirían los padres de Aura y sus compañeros que muchas veces fueron testigos de la situación. Al finalizar el día Emma se enteró que Aura había muerto a causa de un derrame cerebral causado por altos niveles de estrés. Emma no lloró pero si empezó a sentirse mal por todo lo que le había hecho a Aura, pero pensó "la vida continúa". En el siguiente semestre, antes de la primera clase, Emma estaba sentada en un pasillo cuando de pronto vio a Aura caminar hacia ella y se asustó mucho, cuando volteó nuevamente la mirada no había nada, pensó que solo estaba paranoica. Se hizo cerca a unas compañeras pero ellas se fueron en cuanto llegó ella. Entró al baño y allí la vio nuevamente, salió corriendo, no tenía a quien contarle lo sucedido. Ella se sentía sola, nadie volvió a hablarle. Los extraños sucesos continuaban, estando en clase Aura rayaba los cuadernos de Emma, le jalaba los pies bajando las escaleras, le volteaba el jugo sobre la ropa, le hablaba al oído. Su madre se enteraba de cosas que sólo Emma y Aura sabían, como que Emma le robaba dinero, y cada vez fueron más constantes estos hechos. Una tarde, Emma sola en su casa durmiendo, la despertó unos tirones en su cabello, cuando reaccionó era Aura sentada en su cama cortando el cabello de Emma con una enorme tijera, tenía un rostro de tristeza, sus ojos no tenían brillo, Emma ya no tenía paz. Salió corriendo y gritando a la calle con su cabello dañado, vio a alguien en la calle y le señalaba hacía un balcón donde estaba Aura pero nadie la veía, excepto ella. Emma no dormía tranquila ya que Aura se sentaba al lado de ella en las noches. Emma ya no se maquillaba, tal como se acostaba, se iba a la universidad en cuanto se levantaba, casi no hablaba. Emma estaba enloqueciendo. Ese día en la universidad fue el más insoportable para Emma, veía a Aura en la cara de otras personas y no entendía que le quería decir, todo le daba vueltas. Escuchaba su voz provenir de varias partes hasta marearla y caer al piso, para poderse parar gateó hasta llegar a unos peculiares zapatos, unos tenis negros con rojo llenos de rayones que solía utilizar Aura. Emma al mirar hacía arriba vió a Aura mirándola hacia los ojos, unos ojos llenos de tristeza y una voz frágil que le decía a la vez que todo parecía ponerse en silencio: " Di lo siento", Emma empezó a gritar que lo sentía mucho, que lamentaba lo que había hecho con Aura, lo gritaba constantemente, se levantó del suelo, lloraba inconsolablemente. Como pudieron, la llevaron al hospital. Allí le diagnosticaron una anomalía mental, Emma clínicamente había sido declarada como loca, y fue internada en una fundación psiquiátrica. Según Emma, Aura la visita todos los días para vigilar que no hiciera nada malo y aprendiera hacer el bien. Ten cuidado con lo que dices y haces, lo malo siempre se revierte. Categoría:Mentes trastornadas Categoría:Fantasmas Ich habe nicht mehr viel Zeit. Ich war wohl doch zu unvorsichtig. Sie sind mir auf der Spur, wahrscheinlich sind sie schon auf dem Weg hierher. Meine Kraft ist am Ende, ich kann nicht mehr fliehen; sie sind überall. Bald haben sie mich. Ich werde die Zeit, die mir noch bleibt, nutzen, um das, was ich herausgefunden habe für die Nachwelt aufzuschreiben. Die Welt muss die Wahrheit erfahren! Sie sind in meinem Kopf. Und auch in deinem! Sie manipulieren uns, sie halten uns dumm, sie berieseln uns tagtäglich mit willenzerfressendem Geschwätz, sie halten uns in Angst und Schrecken, sie geben uns ausgesuchte Pseudoinformation, damit wir glauben, wir wüssten etwas, aber wir wissen einen Scheiß! Sie implantieren uns Gedanken und Gefühle, sie reden uns ein, minderwertig zu sein, damit wir ihren Dreck konsumieren, sie bringen uns dazu unsere Gedanken zu verbiegen, damit wir systemkonforme Lämmer bleiben — oh Gott! — Sie kommen! Sie sind schon an der Tür, ich __ Paranoia ist allgemein ein Begriff für bestimmte wahnhafte psychiatrische Störungen, umgangssprachlich meint man damit jedoch oft den Verfolgungswahn, eine übermäßige, teilweise unbegründete Angst. Paranoia kann Folge einer Überdosierung von Cordrazin sein. (TOS: ) 1996 glaubt Henry Starling, die USS Voyager wolle ihm seine Technologie aus dem 29. Jahrhundert stehlen. Der Doktor diagnostiziert daraufhin eine paranoide Persönlichkeitsspaltung und empfiehlt Starling, einen Psychotherapeuten aufzusuchen. (VOY: ) 2266 bemerken Captain Kirk und Commander Spock, dass sich Lazarus sehr seltsam verhält, mal absolut paranoid und dann wieder sehr vernünftig. Es stellt sich später heraus, dass Lazarus der Paranoide ist und seine vernünftige Version Anti-Lazarus ist, sein Gegenstück aus einem Paralleluniversum aus Antimaterie (TOS: ). 2372 hält der Präsident der Föderation Jaresh-Inyo die Angst der Sternenflotte vor den Wechselbälgern für Paranoia. Er will die Erlaubnis für die Verschärfung der Sicherheit auf der Erde verwehren. Als sich Odo jedoch vor seinen Augen aus einem Koffer in seine Humanoide Gestald verwandelt, können er, Captain Sisko und Admiral Leyton den Politiker von der Notwendigkeit der Bluttests und Phaserabtastungen überzeugen. (DS9: ) Als der Doktor von Commander Rekar verhört wird, verweigert er Antworten auf dessen Fragen und erkundigt sich stattdessen, ob Paranoia zur Lebensart der Romulaner gehört. (VOY: ) Upon travelling back to the year 1986 with his senior staff, James T. Kirk cautioned them that the surrounding culture was extremely primitive and paranoid. (Star Trek IV: The Voyage Home) In 2365, a psychotronic stability examination Data showed the presence of a secondary, "sensitive yet paranoid" personality within the android; that of Dr. Ira Graves. (TNG: "The Schizoid Man" ) When a humanoid is unable to enter into REM sleep for a prolonged period of time, they may suffer from paranoia or hallucinations. This happened to the crew of the USS Enterprise-D when it became trapped in a Tyken's Rift, in 2367. (TNG: "Night Terrors" ) In 2369, Ferengi bartender Quark told Constable Odo that he thought he was paranoid, after Odo spotted two Miradorn nodding in his direction. Denying any suggestion that he was involved in illegal activities, Quark theorized that all shapeshifters must be the same, evidenced by the fact nobody had seen one at that point. (DS9: "Vortex") Later that year, the IKS Toh'Kaht fell under the influence of a set of energy spheres on Saltah'na, causing paranoia and factionism among its crew, a re-enactment of the events that led to the destruction of the Saltah'na species. (DS9: "Dramatis Personae") The Kesprytt were a species native to the planet Kesprytt III. They were divided into two rivaling nation-states known as the Kes and the Prytt. In 2370, the bigger part of this species (the Kes) applied for associate Federation membership, but this request was denied. Due to the long conflict between the two nations, all Kesprytt had developed a strong sense of paranoia and xenophobia. (TNG: "Attached" ) Also in that year, the replicant version of Chief Miles O'Brien described the Paradans as being paranoid due to their obsession with security, though he could understand it after twelve years of civil war. (DS9: "Whispers") During one of their lunches on the replimat of Deep Space 9, in 2371, Doctor Julian Bashir called Garak paranoid after the Cardassian spy-turned-tailor implied that he would be killed should he leave the station. (DS9: "Second Skin") Later that year, Garak used the term when referring to Gul Dukat's counter-insurgency program and the unusually large number of interrogative subroutines he had planted in the code. (DS9: "Civil Defense") Unknown that she and Tom Paris were scanned by the Srivani, B'Elanna Torres thought someone was watching her kissing Paris in a Jefferies tube. She then laughed about herself and thought she went paranoid. (VOY: "Scientific Method") In 2374 in the alternate timeline known as the "Year of Hell," Lieutenant Tom Paris stated to Commander Chakotay regarding Captain Annorax's belief that time had a personal grudge against him, "That's called paranoia, Chakotay, with a hint of megalomania." (VOY: "Year of Hell, Part II") At the end of the year, Janeway hoped that she and Tuvok were "just suffering from some good old-fashioned paranoia" regarding their suspicions about Arturis and the USS Dauntless. (VOY: "Hope and Fear") In 2376, Deputy Investigator Naroq of the Kesat described the Ba'Neth as a being "paranoid and xenophobic." (VOY: "Riddles") In 2377, Chakotay urged the USS Voyager's Maquis crewmembers not to give way to paranoia after a number of them had fallen victim to an unknown assailant. (VOY: "Repression") Paranoia is waking up to immense fear and hatred of someone else, which is what usually happens when you have to deal with crap like going to school, having to do classwork given out by the teachers, and then when you go home, it's still not enough because you find yourself doing homework that your mom's making you do. So it can be a pretty stressful thing to go through, honestly, if you look at it a different way than how your sister looks at it when she's....nevermind. Paranoia is set somewhere in the near future, in a Power Station. A recent discovery of coal in Eastern Europe has run Nuclear Power Stations out of business and new coal powered stations are being built over them around the world. The Power Station featured in the game has been built over the now decomissioned Drax Power Station in the UK, which is also visited in a ruined state later on in the game. There are six chapters in Paranoia. In the first chapter, Prologue, the player is introduced to the gameplay mechanisms and the setting of the game. They find themselves inside the coal cart of a train approaching the New Drax Power Station, and after getting inside, must evade the workers of the facility. Paranoia is a professional wrestler currently working for The Ultimate Wrestling Experience in Pennsylvania. Paranoia is a human mental state in which a person lives in the belief (incorrectly, or without real evidence) that other people are plotting, planning or otherwise going against him / her. The degree to which someone can be classed as paranoid can vary greatly. Someone may believe this about small everyday things such as a comment made by someone else. Other people actually suffer from paranoia to an extent which could class them as mentally disabled. However, in cases such as this, it is likely that the person is suffering from a more mainstream psychological disability and paranoia is a mere symptom of it. Examples of people who suffer/suffered from severe paranoia include Adolf Hitler, Stalin, and Fundamentalist Christians who believe Liberals and gays are plotting to overthrow corporate America in what they dub the "Gay Agenda". Paranoia (рус. Паранойя) — модификация для Half-Life. Paranoia is a proactive state of mind in which an individual has clearly decided they're not going to set back and let themselves get invaded by the japs, mexicans, germans, or terrorists. This person has made a wise decision of not allowing "them" to take his god-d*mn guns and freedoms away. He or she has woken up from the deep sleep that infects each of us in this liberal society on the brink of a free-for-all; a country that is sadly losing its balls day by day. Paranoia je psychická porucha, která se vyznačuje nadměrnou podezřívavostí. Osoby trpící paranoiou jsou často přívrženci konspiračních teorií. Trpí představou, že snahou osob v jejich okolí je ublížit jim. Pokud si myslíš, že paranoia je výsadou pouze několika bláznů a psychopatů, tak jsi na velikém omylu. Paranoiou trpí až 15 % obyvatelstva, takže ty, vážený čtenáři Necyklopedie, jsi pro 15 % svého okolí škůdcem, ne-li přímo vrahem. Dej si pozor! Může se stát, že ti nějaký paranoik v zájmu vlastního bezpečí píchne kudlu do zad. Už se tak několikrát stalo! Ještě jednou – měj se na pozoru. La paranoia è quella psicosi che può sempre tornare utile come dimostrazione di seminfermità mentale in un processo per omicidio, ma soprattutto un ottimo movente per commettere crimini contro l'umanità. Paranoia might refer to: * Paranoia (L&O), the Law & Order season 6 episode. * Paranoia (SVU), the Law & Order: Special Victims Unit season 2 episode. Paranoia is a mental disorder, often present in psychosis, which involves intense anxiety about threat, persecution or conspiracy. According to Stephen Grosz, paranoia may be rooted in a fundamental fear of indifference from others. (Source: Aronovitch, David. Voodoo Histories: The Role of the Conspiracy Theory in Shaping Modern History. New York: Riverhead Books, 2010. page 371.) OPENING SPIEL: "Live, coast to coast, America plays Paranoia! You're playing from satellite cameras in living rooms around the country. You're connected by internet and by telephone. You're all battling one studio contestant. Paranoia, it starts now!" An interactive phone-in show where a contestant competed against phone-in players. The diagnosis also requires a sense of self-importance (warranted or unwarranted), as being persecuted implies that the individual is somehow worth persecuting. It is similar to how a politician would feel, if one of his electorate hit him with an old piece of wood, or an expenses/sex scandal. Paranoia is a sixth sense that only very special people possess. This sixth sense gives the individual the gift of foresight. Any paranoid can see, clear as day, the truth behind conspiracy and the deep jealousy and hatred within others that his or her gifts draw. Despite the constant awareness that society does not welcome “unusual” and “gifted” people who “know too much”, paranoids can usually work and function in everyday society, but prefer to spend their home life behind twitching curtains, collating data on chem-trails and checking their condo for bugs. Paranoia is the belief by a patient that they are being watched, monitored or that someone is about to do them harm. It is a common symptom of many mental illnesses (particularly schizophrenia), but can also arise in patients who are suffering from organic diseases. It can also be a side effect of some medications. Gold Reward File:GoldIcon.png Reputation Disposition Type Creatures Enemies Quest ID Paranoia is a quest in The Elder Scrolls IV: Oblivion. In the Hero's travels in Skingrad, Glarthir will eventually approach them and give them the quest Paranoia. Glarthir will tell them to meet him behind the chapel at midnight. If they ask someone in town about Glarthir, Captain Dion of the Skingrad Guard will approach them and tell them that Glarthir is crazy and to report to him any strange things Glarthir may suggest. Paranoia was a figment of Dave Lister's imagination, and a representation of Lister's inner insecurities, that was made solid aboard Red Dwarf by a mutated virus. Paranoia es un jefe de el juego Castlevania: Dawn of Sorrow que se encuentra en el area de la Pensión demoniaca (una zona solo accesible a tráves de él Pináculo).Antes de enfrentarte al verdadero lucharas con una version pequeña de él, la cúal es mucho más debil. Luego, en la siguiente sala aparecera el real. Este usa 5 espejos por los cuales se transporta para atacarte.Luego de derrotarlo obtendremos su alma, la cúal es necesaria para poder sacar los 2 finales ocultos del juego el bueno y el malo, además de permitirle al jugador adentrarse en los espejos dispersos por todo el castillo en los cúales hay tesoros. Paranoia is a Prise who was in charge during Year of the Black Rainbow. She was responsible for visiting Dr. Hohenberger and kick-starting the development of the IRO-Bots. She also unnotably gave some Mages genetic material that was made into Cambria. Únicamente se puede aprender por MT Artist: 180 BPM: 180 First Appeared On: DanceDanceRevolution Length: 1:41 Difficulty: SP: 2/6/7/8 DP: 7/8/9 Increases the Stealth detection for the Felhunter's Warlock master and his/her party members. Very useful for trying to find Rogues, Druids, or any class that can play Night Elves, since Night Elves all have the ability to become hidden with Shadowmeld. There is no casting time, cooldown, or mana cost; Paranoia is a permanent buff to anyone in the party who stays within 30 yards of the Felhunter. Note that Paranoia does not assist with invisibility detection, although this is unsubstantial as warlocks can buff friendly players with invisibilty detection already. Paranoia is a thought process characterized by excessive anxiety or fear, often to the point of irrationality and delusion. Paranoid thinking typically includes persecutory beliefs concerning a perceived threat towards oneself. In the original Greek, παράνοια (paranoia) simply means madness (para = outside; nous = mind). Historically, this characterization was used to describe any delusional state. Sometimes in common usage, the term paranoia is misused to describe a phobia[citation needed]. For example, a person may not want to fly out of fear the plane may crash. This does not in itself indicate paranoia, but rather a phobia. The lack of blame in this case usually points to the latter. An example of paranoia, however, would be fear that while watching an American Football game, the team huddle was talking about the person affected. An important feature of paranoid thinking is its centrality: that the paranoid person perceives themselves as central figures in an experienced scenario which may be either dangerous (persecutory) or self-exalting (grandiose) and interprets events which have no reference to them in reality as directed at or about them. Als Paranoia wird bei einem Menschen das Auftreten von Wahnvorstellungen bezeichnet, welche äußere Bedrohungen der eigenen Person beinhalten. Hierbei kommt es häufig zu Verfolgungsängsten und Verschwörungsvorstellungen. Paranoia ist keine eigenständige psychologische Erkrankung sondern ein Symptom von Erkrankungen. Bestimmte Drogen, insbesondere Stimulanzien und Cannabis ("Kiffer-Paranoia"), können als Teil ihrer Rauschwirkung paranoide Vorstellungen auslösen. Sie können auch als Folge von Hirnschädigungen durch starken Ethanolismus auftreten. Gerade im Zusammenhang mit kriminellen Delikten, wie z.B. Verstöße gegen des Betäubungsmittelgesetz, kann sich allerdings auch ein natürliches paranoides Set einstellen, da die involvierten Personen ja teilweise begründete Angst vor den Strafverfolgungsbehörden oder betrügerischen Kriminellen haben. Hierbei kann es zu einem fließenden Übergang zwischen vernünftigen Ängsten und paranoiden Wahnvorstellungen kommen. Paranoia is the 96th level in Chip's Challenge 1. The level's name suggests that the player will become distrusting of everything, and downright scared of tanks in particular. Paranoia's hint might add to the frustration: although the fire boots save 17 seconds, they are indeed not required to complete the level. Instead, Chip must figure out that two blue button presses at the same time lead to no result, which allows Chip to collect both the red key and the fire boots. Once Chip reaches the second row of items, Chip must press the button at the exact time that the tank on the top touches the other button. This allows Chip to escape the area, slide across the fire, beat the two bugs, then the bouncing pink balls, and then dive into the fire in the next room to collect the four chips (this is one of the big spots with help from the fire boots) In the stack of pink balls, take four chips on the left, then remove the right side and then take the last two chips from below. Now, take the red key to the left of that, use it on the extreme right corridor, then wade through the fire to collect the south, east, north, and then west chip stations. The exit is across the ice space on the left. Mezame-P's 7th original VOCALOID work. This song is featured in the EXIT TUNES compilation album Vocalosensation. This song entered the Hall of Fame on March 15, 2012 (after two days). This song entered the Legends on October 29, 2013. Paranoia ist die 36. Episode der Serie Law & Order: SVU und lief als 14. Episode der 2. Staffel. Als Benson und Stabler die brutale Vergewaltigung einer Polizistin im Einsatz untersuchen, stoßen sie auf zahlreiche Ungereimtheiten, die auf Verwicklungen von Kollegen des Opfers in den Fall hindeuten... To make effective use of the Burst, try to activate it when opposing players are disperse throughout the battlefield, losing sight of where their friends are. Not all that useful when they are clumped together, unless you use it to move into that group. NC: Hello, I'm The Nostalgia Critic. I remember it so you don't have to. Well it's that DVD review time again, and you know what that means, I have to find something public domain to look at...or else I'm decapitating Hollywood. But you know what? I don't want to. Yeah. Fuck it! I mean, I'm sick of looking at crappy sci-fi, or 40's propaganda! I want to do something current, popular, and even something I asked permission for. NC: Hey Brad, can I review Paranoia? Brad: Go fuck a horse! NC: Thanks. This is Paranoia. NC (vo): You ever wonder what would happen if The Cinema Snob turned into one of those pretentious filmmakers he makes fun of? The darkest recesses of my nightmares won't allow me to think about it, but luckily this film exists to show me what the outcome would be. It has sex, murder, mayhem, and probably the biggest collection of bearded men since The Last Temptation of Christ. But is it on par with main writer and actor Brad Jones' other work? NC: Well, he...does keep his cat out of most of the shots. Lets get our freak on with, Paranoia. NC (vo): So we open up with Jones before he looked like a retired bobblehead, as he plays a character named Mark. NC: (Imitating Tommy Wiseau from The Room) O hai, Mark. NC (vo): He's upset because his wife is leaving and thus he's out of a free meal ticket. Marisa: At some point over the last five years it had to be good, wasn't it? Mark: I never said it wasn't. Marisa: You never said anything, you're always locked away writing. Mark: I'm trying to make a career. Marisa: In the five years since we met, you never finished anything. I took a second job to cover bills, to pay for this house. I put aside things I wanted. I put them aside because I was supporting you. (Cut to NC) NC: Oh come on, a spouse supporting a freelance writer? Pfft, who wouldn't believe that? (Cut back to movie with Marisa carrying a box) Marisa: Get over it, Mark. (slams box on counter) It's never gonna fucking happen. NC (vo): Ehh, to be fair, she does this everytime she watches Short Circuit 2. (Cut to Mark outside the car Marisa is in) Mark: Be safe. Marisa: I hope you're happy. Mark: (looks off and sighs before looking back at Marisa) You too. Marisa: Can't remember the last time I was. (Marisa hands her wedding ring back to Mark and backs out of the driveway. Text fades in on the screen saying "All of My Paranoia Will Return".) NC (vo): So while walking by a piece done by renowned Deviant artist, HarleyQuinnFan2617, Mark sits around pondering his life. Mark: (looking at a picture of himself with Marisa) What the fuck happened? NC (vo): Yeah, he's also wondering, "Hmmm, if she's the one supporting me, then how come I'm the one staying at the really nice house?" (The doorbell suddenly rings. Mark slowly approaches the door and opens it to find nobody there.) Mark: Bad night. (He turns away when someone suddenly knocks on the door. He falls over in surprise.) Christ! NC (vo): Yeah, that incredibly light knock was pretty startling. (Mark opens the door to find someone (Carl Stowers) standing there with his eyes closed. He suddenly collapses.) NC (vo): (as Concorde from "Monty Python and the Holy Grail") Message for you, sir. NC (vo): He finds a person who seems to have been shot dead. But, maybe he's not entirely dead. Maybe he's just half dead. (Mark starts to drag the body through the house when it suddenly moans and he drops it in shock. Carl stands up and, after a pause, shuts the door.) Well, that's better, and now back to the ground. (Carl collapses again) He goes next door to try and call the police, but has a rough time convincing his neighbour. Mark: John, I really don't mean to bother you, but could I possibly use your cell phone for a minute or two? John: You wanna use my cell phone? Mark: Yeah. John: Who are you calling? Mark: Why? John: At 12:30, I have the right to ask. Mark: The police! John: Just cut it, Mark, and tell me the truth! You're calling your wife, right? Mark: Marisa left me, and that's not why I need to use the phone. I need to call the police, John. John: Pay me $5. Mark: For what?! (Cut to NC) NC: Gee, I'm so glad this conversation about the phone is here. It just moves forward so much character development and story and raises so many tormenting questions like... "Will Mark ever get a cell phone?" (Cut back to the movie) John: Buy a cell phone, Mark! (John shuts the door in Mark's face) Mark: I don't want a fucking cell phone. (As he walks off, goofy sitcom music starts playing and the screen fades to black. White text appears followed by multi-colored text which reads "Cellphones: They're Wacky!") NC (vo): But Mark quickly realises that his house seems a little corpseless. (Mark enters his bathroom to find the corpse lying in his shower.) Mark: Fuck! (He points a gun at the body, which is actually still alive.) Carl: I'm not really bleeding all that bad, actually. If I was, I might have already been dead by now. (Cut to NC) NC: ...Kind of goes without saying. I mean, isn't that kinda like going, "I didn't lose my penis. If I did, I couldn't pee." (Cut back to the movie) NC (vo): The stranger tries to cop a feel, but Mark just says no to thugs. (After shooting Carl, Mark picks up a bottle of alcohol and drinks it) Hey, here's a fun drinking game. Take a shot everytime he takes a shot. If he gets to go through this movie drunk, why can't I? (Mark puts down the bottle) Well, nothing better to do after a few strong ones than go for a nice leisurely drive. It's good body dumping weather. (Mark lights a cigarette as he continues to drive down the road while sad music plays in the background) NC (vo): (as Radio announcer) This is 373.5. Smooth, soothing music for your homicidal psychotic mind. This one's for you, Mark, if you're listening. It's called "Paranoia, paranoia, everybody's coming to get me." (normal) He gets pulled over by a police officer who I swear to God is the guy he just shot! Is that his doppelganger? Officer: You know, you're, uh, left tail light's out. I won't give you a ticket this time, but you need to take that in and get that fixed ASAP. (Cut to NC) NC: And by the way, have you seen my twin brother? He's a very eccentric Jehovah's Witness who has a strange way of converting people door to door. (Cut back to the movie) Officer: If you wanna pop the trunk, I can take a look at it right now. Sometimes, the cord just jiggles loose. Mark: No no no no no, I don't want to trouble you. I was planning on going to the service station anyway. NC (vo): (as Officer) I was thinking we could take care of it here, in Brainerd. NC (vo): He goes to a fix-it shop after he pulls the dead body into the front seat...that's less conspicuous...and he asks the guy to fix up the tail light. Mechanic: Keys? Mark: What? NC (vo): By the way, boys and girls, today's secret word is "what" or "huh". Trust me, they're used all the time during this friggin' flick! (A montage of Mark saying "What?" and "Huh?" is shown.) He uses it more times than a deaf person! (The mechanic shows Mark some of Carl's blood on his fingers) Mechanic: Your blood? (Cut to NC) NC: No, it's the dead person I killed. Oh! (laughs) I can't believe that question got me! I...What are the odds? (Cut back to the movie) Mark: (talking to his reflection in a mirror) Just hang in there, man. It's not like you're gonna die. Voice: Don't let things get to you. (Mark spins around to see a pair of feet in the cubicle behind him) Every time there's a salacious story in the news, people get worried, even paranoid. It's part of what makes us human. (Cut to NC) NC: ...Thank you, toilet psychiatrist... (Cut back to the movie) NC (vo): What, is he reading a Dr. Phil book while he's sitting in there? NC (vo): (as Dr. Phil) Don't you see what you're doing to your family, Mark? Your over-eating is hurting them as well as you. Now, I expect to see a drastic loss of weight in the next two years. Get cracking! NC (vo): So after he leaves the everyday car place that puts black garbage bags on their doors, he drops off his friend...at a cliff. And decides to go home...to the person he's just killed's home. Why? (Cut to NC) NC: I'm not really sure. (Cut back to the movie) NC (vo): Maybe he just wanted to know what kind of guy would have the nerve to be shot by him. Or maybe it's to have a relatively pointless scene like this one. (Mark opens the door to a woman) Woman: Friend of Carl's? Mark: In a way. Woman: OK, well, I'm just returning this to him. NC (vo): So she gives him this...screwdriver used on Star Trek...and he decides to roam the streets, coming across an old friend...of the past five minutes. Mechanic: Oh! Tail light, right? Mark: I stopped in to get some cigarettes and the machine's broke. Mechanic: Is that so? (he pulls two cigarettes out of his shirt pocket) Here. Mark: I don't know what to say. Thank you. Mechanic: Yeah, well, I quit. NC (vo): Yeah, I quit. That's why I have two in my pocket(!) (Mark suddenly puts his hand to his head) Mechanic: You alright, man? Mark: Just a headache. NC (vo): So as Jones's acting continues to go Shatner, he decides to drop by a restaurant where the waitress seems very talkative. Claire (Waitress): Here you go. (she pours Mark a glass of water) It's on the house. Mark: Thanks. (cut to NC) NC: Whoa, free water? This place rocks! (Cut back to the movie. The waitress turns on a radio) Claire (Waitress): You don't mind, do you? NC (vo): Yeah, I guess music in a restaurant is pretty bizarre. This page lists all dead Paranoida PCs. Unnamed Paranoia PCs - note that while normally each dead PC should have a page of his own, the number of dead "Unnamed Paranoia PCs" is so huge that it is appropriate to put all of them on a single page... But if you can remember the name of the PC, create a new page. Paranoia is a Raven appearing in Armored Core 3. He is ranked E-13 in the Arena. He is partnered with Paradox in the Extra Arena and they hold the title of the twentieth highest ranked team. Paranoia ist eine Krankheit für Verrückte oder alte Leute und zeichnet sich durch hektisches Verhalten bzw der festen Überzeugung aus, verfolgt zu werden. * "Sie sind hier!! Sie sind überall, ich kann sie spüren" * "Wer sind Sie?" * "Na Sie halt, verdammt ich darf nicht zu laut sprechen" * "Wovon redest du?" * "Ich hab jetzt keine Zeit dafür, sie sind hinter mit her..." * "Du bist doch Paranoid !!" * "Nein, aber die Welt verfolgt mich !!" Level: Treant 9 Spell Resistance: yes Opening your mouth, you release a blast of illusory evil that rips at the enemy's very spiritual core. As a standard action, Creatures within a 60 foot cone must make a Will saving throw DC: 19+Constitution modifier or take normal damage as well as 1d6 damage per level (Max 10d6). Creatures that make their save only take 5d6 damage and are no longer effected. Creatures that fail their saving throw however take the same damage next round and need to make the saving throw again. Every round for 10 rounds the creature is effected by this ability once again. This is a mind effecting ability, and it even effects creatures normally immune to such effects, however they gain a +6 bonus on the saving throw.
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