Eat Pant
Eat Pant, also known as Bart, is a side character of the Buzzutsu Kaisen series. He is a graduate of Buzzutzu Academy and is the current Chess Master.
Appearance
Eat Pant has a compact, sturdy build and wears a red and yellow yamaka. He has brown hair, glasses, hazel eyes, and a brown beard.
Personality
Eat Pant is fairly confident in all of his abilities, citing his past successes as justification for this outlook. He can come across as condescending at times, but he truly has his peers' best interests at heart.
Abilities and Powers
Buzzutsu
Eat Pant possesses the “Checkmate” technique, the history of which spans over 2,000 years. This technique is not inherited by bloodline, rather, the previous user of this technique must be defeated in chess for the technique to be passed on. The Chess Master tournament is held every few decades to determine the next wielder of the Checkmate technique, with the final match pitting the final contestant against the current Checkmate user. Eat Pant was one such contestant who became the youngest ever to defeat a Checkmate user, beating him at age 9. Since then, Eat Pant has proven to be perhaps the most powerful Checkmate user in generations.
Eat Pant’s technique allows him to summon the chess piece shikigami: King, Queen, 2 Bishops, 2 Knights, 2 Rooks, and 8 Pawns. These shikigami move and attack in the same way as they do on the chess board. Eat Pant is among the few users of this technique who can summon all 16 shikigami in combat simultaneously. He uses this technique much like a chess game: carefully manipulating the board to place his opponent in check. When his opponent has nowhere to go—checkmate.
Eat Pant’s domain expansion, “King’s Gambit,” initiates a chess match between himself and his opponent. Should Eat Pant beat his opponent, his opponent is killed immediately. However, should his opponent win, much like in the Chess Master tournament, Eat Pant must relinquish control of the Checkmate technique and the technique is inherited by his opponent.
Before Eat Pant inherited the Checkmate technique, previous bearers of the technique could simply collapse their domain to avoid the consequence of a defeat. Additionally, other sorcerers caught in the domain were able to construct simple domains or other protections to avoid participating in the match altogether. Some time ago, Eat Pant decided to make a binding vow that would reinforce the domain’s sure-hit effect, impairing any attempt to escape or protect against it. To do this, Eat Pant agreed to surrender the Checkmate technique to his opponent in the event of a loss.