Channelers

A niche subset of powers, Channelers have the ability to summon or 'channel' their own personal weapon. This weapon can have unique powers, but must be made entirely out of a single material, which can be any material found on Earth. Armaments such as chains, daggers, swords, shields, or even armor are possible, but complex weapons requiring multiple separate materials (such as guns or tasers) are beyond the scope of this power.

The Channeler can only use their weapon's powers while they are wielding it, but can summon the weapon into their hand at any time, no matter its physical location. Other individuals can wield a Channeler's weapon, but only the Channeler may access its power. Whenever the weapon is summoned by the Channeler, it is restored to pristine condition, no matter how badly damaged it was previously.

Channelers as Weapons
Channelers are a power type whose abilities are concentrated in an external object, usually a weapon, which is permanently bonded to the Channeler. These weapons are almost always simple in design: swords, spears, and even armor are possible options, but guns and lasers are not. Weapons may have multiple components (such as a pair of gauntlets or the links in a chain) but those requiring ammunition (such as crossbows) are extremely rare. On occasion, objects which are not generally used as weapons may manifest as a Channeler power, though in order for this to occur the user must both view the object as a weapon and be able to use it as such.

Channelers as Powers
Channelers tend to have powers similar to most other metahumans, but since the ability is concentrated in their weapon, they can only use it while wielding said weapon. Other people may wield the Channeler’s weapon, but only its original user can access its power while doing so. This weakness is balanced out by a few extra benefits, however:
 * A Channeler can wield their weapon easily regardless of its size/weight and their own physical condition. If a five-year old child were to trigger with a six-foot sword as their Channeler weapon, they would be able to swing it around as if it were a twig (though the weapon’s mass and weight would still be fully effective against anything else).
 * A Channeler can dismiss their weapon from existence, causing it to vanish entirely. They can then at any time resummon it in their hand, or anywhere on their person.
 * When resummoning a weapon, Channelers can freely affect its condition, erasing any damage to it if they so wish. In addition, the weapon can be modified through conventional means, whether this consists of making additions to the weapon or modifying the weapon itself. For example, the user of a Channeler sword could insert a ruby into the pommel and hire a metalworker to alter the shape of the blade, and would be able to keep both of these changes when resummoning it (if they so wished). Complicated mechanisms may be added with sufficient resources and expertise, but Tinkertech cannot be combined with Channeler weapons.
 * A Channeler’s Manton limit extends to their weapon, and any modifications added to it. Manton-limited powers can only affect a Channeler weapon if the user chooses to allow it. In addition, the weapons are protected from their own powers (ex: a sword that granted increased strength would not shatter upon being swung at full force).

Multi-Channelers:
A rare type of Channeler with multiple empowered weapons. While ordinary Channelers can sometimes have 'paired' weapons such as gauntlets, Multi-Channelers can have combinations of different weapon types entirely, such as a sword and shield, or an axe and a suit of armor. Each separate weapon may possess its own power, though some Multi-Channelers have additional Channeler weapons that lack powers of their own. A Multi-Channeler can summon and wield all their weapons at once if they so choose, but no matter how many they have equipped at once, they can generally only use one power at a time. It is possible to push past this limitation for a short duration (around twenty-five seconds at a time) and use the powers of multiple Channeler weapons at the same time, but doing so will cause the Channeler to lose access to all the powers of their weapons for a full minute afterwards.