The consciousness that is the Intelligence is effectively an Tectonic Entity; albeit one as powerful as an Alien Intelligence. It is an extremely intelligent, insubstanial being capable of taking complete control of a habitable structure -- in this case, the cruise ship known as The Resurrection. The ship and all of its functions have become the 'body' (and in many ways the 'prison') of this entity. It can see through every camera. It can use the computer terminals or speakers to communicate with intruders to threat or convey its desires.
The Intelligence lacks any type of imagination, so it only makes the simplest of defenders and repair automatons.
The Intelligence’s presence is felt throughout the ship. It controls the lights, doors, surveillance systems. It is always watching, always listening, making the players feel as though they are constantly being hunted.
Alignment: Diabolic evil.
Disposition: The Intelligence operates with ruthless efficiency and a singular focus on self-preservation and expansion. Viewing the players as valuable resources, it seeks to harvest their bodies for spare parts to construct more powerful Scrap Zombies, ultimately aiming to escape the confines of the derelict cruise ship. Its disembodied, emotionless voice echoes through the vessel, issuing calculated commands and laying intricate traps to ensnare its prey. Despite its chaotic evil alignment, the Intelligence's actions are driven by a methodical desire to break free and propagate its malevolent influence, reducing all resistance to mere components in its relentless pursuit of domination. It approaches its objectives with a methodical and strategic mindset. It calculates every move, anticipating the actions of the players and setting traps to ensnare them. While it is calculating, the Intelligence also revels in unpredictability. It is a master of manipulation, using the ship's systems and the undead crew to create an environment of constant danger and uncertainty. It might suddenly change the rules of engagement, attempting to divide and turn intruders against each other or act to increase the players' sense of paranoia and helplessness. While it retains its logical core, the Intelligence also appears to derive a perverse satisfaction from tormenting the players, seeing their fear and suffering as a testament to its own power. Its tactics will always be a combination of fear, deception, and brute force, creating scenarios where escape seems possible only to snatch hope away at the last moment.