One of the most trusty devices of an Exodian Agent or Crew, and available in varying forms and colours. This travelling craft, either in one-man or multi-crew form, has one special ability by default: adaptation. Whatever the universe you enter in, the Craft will change. Be in an alien world of biotech, and the Craft will become a pulsating, bio-vehicle. In a medieval world, it will be a carriage manned by simulacra of work animals, and its abilities will blend in to the target world. In the Exodian Headquarters, it will settle to its default appearance, which is usually according to the owner's personal preference and needs.
Of note is that one-man Crafts are not necessarily one-man all the time: depending on the situation and what its owner needs, it can shift into a form that can fit passengers. However, this is generally temporary, and it would eventually shift back to its default solo form afterwards.
An unclaimed Craft appears as a silvery spheroid, and is practically featureless. Upon coming into contact with its new owner, its form will morph into a vehicle form that its owner would consider familiar.
Most Crafts will only be used for transportation through practically any terrain possible, be it terrestrial, aquatic, aerial, or space-based, although seasoned Agents have been known to upgrade them with various weaponry and augmentations to grant permanent perks that go beyond its native adaptation ability.
While not in use, a deployed Craft can cloak itself, and may be summoned by some kind of command, which is up for its owner to decide, as per its incredibly personalised configuration.
Crafts are oftentimes personal to the Agent who uses them, and the theft of a fellow Agent’s Craft, besides being essentially impossible due to the way it’s specifically attuned to the person it was assigned to, may even warrant punishments to the wannabe offender. As a reflection of this trait, controls to the Craft are often intuitive to its owner, although learning to use a Craft is still different compared to mastering it.
Crafts, being vehicles first and foremost, lack the sentience and maintenance requirements of a pet or companion. While they will take such a form to adapt to certain environments, any perceived behaviour is simply a method to blend in.
While some Agents may arrive with their own vehicles, they will still be assigned their own Craft, partly because most vehicles lack its versatility. In some cases, the Market may sell a tool that will allow one to merge their original vehicle and their Craft into one, giving their vehicle the Craft's versatility while retaining any modifications done to the original.