The Obsidian Hand: Structure and Operations
Ideology: The Obsidian Hand seeks to eradicate Ozpin’s influence and dismantle the Huntsman Academies, which Hazel blames for his sister Gretchen’s death (Page 130). Publicly, they present a facade of seeking “true freedom” from corrupt systems, appealing to disaffected groups like former White Fang members, rogue Huntsmen, and criminals (Page 2, Page 55).
Operations:
Recruitment: The faction recruits from disillusioned Faunus, ex-White Fang members alienated by Adam Taurus’s extremism (Page 5, Page 97), and opportunistic criminals drawn to Roman’s charisma and Cinder’s power (Page 77, Page 44). Hazel’s “noble demon” persona (Page 127) attracts those who see him as a principled avenger.
Territorial Control: They operate from lawless regions or urban underworlds, controlling Dust supplies, trade routes, and information networks (Page 78). Strongholds might be established in places like Mistral’s Kuchinashi (Page 67) or Anima’s bandit territories (Page 34).
Tactics: The faction combines Hazel’s brute force, Roman’s strategic manipulation, Cinder’s destructive Maiden powers, and Neo’s stealth and illusions to destabilize kingdoms, target Ozpin’s allies, and seize Relics (Page 105).
Internal Dynamics:
Hazel vs. Cinder: Hazel’s focus on Ozpin clashes with Cinder’s ambition for personal power (Page 49), creating tension. Hazel’s moral aversion to unnecessary violence (Page 127) conflicts with Cinder’s sadism (Page 49), but their mutual goal of dismantling Ozpin’s network keeps them aligned.
Roman’s Role: Roman acts as the mediator, using his cunning to balance Hazel and Cinder while advancing his own interests (Page 78). His loyalty is primarily to Neo and himself, always keeping an escape plan (Page 166).
Neo’s Loyalty: Neo’s unwavering devotion to Roman (Page 150) makes her the faction’s most reliable member, executing missions with precision and protecting Roman at all costs.
Hazel Rainart: The Unchained Fury
Faction: Leader of the Obsidian Hand.
Motivation: Hazel’s singular focus is Ozpin’s destruction, driven by Gretchen’s death during a training mission (Page 130). Without Salem, his rage is unburdened, and he seeks to dismantle the Huntsman Academies to prevent “more Gretchens” (Page 131).
Role and Goals:
Leadership: Hazel’s immense strength, pain-nullifying Semblance, and Dust-enhanced combat abilities (Page 125) make him the faction’s primary combatant and moral center. He leads with a zealous focus on Ozpin, using overwhelming force to crush opposition.
Targeting Academies: He would attack Beacon, Shade, and Atlas Academies, viewing them as Ozpin’s tools for sacrificing young lives (Page 132). His operations might involve direct assaults or sabotaging Academy defenses.
Pragmatism: While Hazel avoids unnecessary violence, his broadened definition of “necessary” (Page 127) allows him to tolerate Roman’s schemes and Cinder’s destruction if they serve his vendetta.
Challenges: Hazel’s single-mindedness could blind him to Cinder’s ambition or Roman’s self-interest, risking betrayal. His compassion (e.g., helping Oscar, Page 127) might also create vulnerabilities if exploited by Ozpin’s allies.
Roman Torchwick: The Cunning Opportunist
Faction: Key strategist of the Obsidian Hand.
Motivation: Roman seeks survival and personal gain, exploiting the power vacuum to build his own criminal empire (Page 165). He joins Hazel for the opportunity to profit from chaos, not out of ideological alignment.
Role and Goals:
Strategy and Manipulation: Roman handles logistics, stealing Dust and technology, and manipulating criminal networks (Page 78). His information-brokering skills (Page 77) allow him to gather intelligence on Ozpin’s movements and allies.
Public Face: His charismatic, Faux Affably Evil demeanor (Page 165) makes him the faction’s negotiator, deceiving authorities and recruiting followers. He might frame the Obsidian Hand’s actions as a rebellion against corrupt systems to gain public support.
Protecting Neo: Roman ensures Neo’s safety, relying on her loyalty and combat prowess (Page 150) to execute high-risk missions.
Challenges: Roman’s lack of true loyalty to Hazel or Cinder (Page 166) could lead to conflicts if his self-interest diverges. His tendency to flee when outmatched (Page 166) might undermine the faction’s cohesion.
Cinder Fall: The Ascendant Predator
Faction: Enforcer of the Obsidian Hand.
Motivation: Freed from Salem, Cinder’s lust for power intensifies (Page 49). She seeks to become the ultimate force on Remnant by acquiring all Maiden powers and Relics, viewing Ozpin as a symbol of the oppressive structures she despises (Page 51).
Role and Goals:
Combat Powerhouse: Cinder’s Fall Maiden powers, Scorching Caress Semblance, and Shadow Hand (Pages 52-53) make her a devastating force in direct confrontations. She targets Maidens like Penny Polendina (Page 107) and Relics to enhance her power.
Independent Action: Cinder often acts on her own, pushing for aggressive tactics that align with her goal of dominance (Page 49). She might undermine Hazel’s authority if she sees an opportunity to seize control.
Destabilizing Kingdoms: Cinder’s willingness to murder civilians (Page 49) and betray allies (e.g., pushing Neo into the void, Page 50) makes her a key player in sowing chaos to weaken Ozpin’s allies.
Challenges: Cinder’s impatience and intolerance for fear (Page 49) could lead to reckless decisions, alienating Hazel or Roman. Her rivalry with Neo over Ruby’s fate (Page 150) might also fracture the faction.
Neopolitan: The Silent Shadow
Faction: Loyal subordinate in the Obsidian Hand, serving Roman.
Motivation: Neo’s loyalty to Roman drives her actions, alongside her desire for vengeance against Ruby Rose for Roman’s perceived death (Page 150). She follows Roman’s lead without question.
Role and Goals:
Stealth and Assassination: Neo’s Semblance, which creates physical illusions (Page 153), and her combat skills make her ideal for infiltration, espionage, and assassinations. She gathers intelligence and eliminates key targets.
Protecting Roman: Neo acts as Roman’s bodyguard, using her agility and illusions to shield him from threats (Page 151). Her loyalty ensures she prioritizes his safety over Hazel’s or Cinder’s goals.
Targeting Ruby: Neo’s vendetta against Ruby (Page 156) aligns with the faction’s anti-Ozpin agenda, as Ruby is a key ally of Ozpin. She might pursue Ruby independently, creating tension with Cinder.
Challenges: Neo’s singular focus on Roman and Ruby could make her a wildcard if Roman’s interests diverge from Hazel’s. Her mute nature (Page 154) limits her ability to mediate internal conflicts.
Other Inner Circle Members: Faction Choices and Goals
Tyrian Callows
Faction Choice: Takes Over the Hana Guild
Rationale: Tyrian’s sadistic, chaotic nature and worship of destruction (Page 145) make him incompatible with the Obsidian Hand’s structured vendetta. The Hana Guild, a Mistral-based crime syndicate dealing in narcotics and magical artifacts (Page 67), suits his penchant for violence and lack of restraint. He would likely kill Vermillion Raddock (Page 89) to seize control, using his combat prowess and scorpion tail (Page 141) to dominate the Guild.
Goals:
Spreading Chaos: Tyrian would escalate the Guild’s operations, trafficking artifacts to destabilize Mistral and beyond (Page 86). His love of destruction (Page 145) would drive him to unleash Grimm or cause widespread havoc.
Hunting Ruby: Tyrian’s obsession with Ruby (Page 146) would persist, potentially putting him at odds with Neo and Cinder, who also target her. He might use the Guild’s resources to track her, clashing with the Obsidian Hand.
Sadistic Control: Tyrian’s unsettling behavior and implied death threats (Page 143) would keep Guild members in line through fear, though his erratic nature could destabilize the organization.
Interaction with Obsidian Hand: Tyrian would view the Obsidian Hand as rivals, especially Cinder, whom he mocks (Page 142). His chaotic actions might inadvertently aid their destabilization efforts but would also create conflicts over resources or targets like Ruby.
Arthur Watts
Faction Choice: Leads Merlot Industries or a New Tech Faction
Rationale: Watts’ expertise in hacking, virus creation, and disdain for Ironwood (Page 119) align with Merlot Industries’ focus on AI and Grimm experimentation (Page 113). He would likely overthrow Dr. Merlot (status unknown, Page 112) or form a new faction using stolen Atlas technology (Page 21), leveraging his digital consciousness capabilities (Page 23).
Goals:
Revenge on Ironwood: Watts would target Atlas’s military, using his hacking skills to sabotage systems or create new threats like enhanced Grimm or androids (Page 113). His virus expertise (e.g., controlling Penny, Page 20) would be key.
Technological Dominance: Watts aims to prove his genius, developing advanced tech to outshine Pietro Polendina’s projects (Page 119). He might create a network-based empire, potentially uploading his consciousness for immortality (Page 23).
Strategic Manipulation: Watts’ pragmatic villainy (Page 123) would see him forming temporary alliances with criminal groups like the Wave (Page 85) to gain resources, but he would avoid direct allegiance to the Obsidian Hand.
Interaction with Obsidian Hand: Watts despises Cinder (Page 121) and would oppose the Obsidian Hand if their goals conflict with his revenge on Ironwood. He might exploit Roman’s information networks but would avoid Hazel’s brute-force approach, viewing it as inelegant.
Mercury Black
Faction Choice: Joins the Wave or Operates with Emerald Sustrai
Rationale: Mercury’s lack of ambition and focus on survival (Page 136) make him unlikely to lead a faction. His loyalty to Emerald and combat skills (Page 134) suit the Wave, a Mistral crime family dealing in stolen goods and artifacts (Page 85). Alternatively, he might form a mercenary duo with Emerald, avoiding large factions like the Obsidian Hand.
Goals:
Survival and Profit: Mercury would take on high-risk missions for the Wave, using his prosthetic legs and assassin training to secure resources (Page 137). His sadistic streak (Page 139) would drive him to enjoy these tasks.
Loyalty to Emerald: If Emerald defects (Page 109), Mercury might follow, forming a small, agile team to take contracts from various factions, including the Obsidian Hand or Hana Guild.
Avoiding Tyrian: Mercury’s tense relationship with Tyrian (Page 133) would push him to distance himself from the Hana Guild, seeking safer allies in the Wave or with Emerald.
Interaction with Obsidian Hand: Mercury would work with the Obsidian Hand if paid well, leveraging Roman’s criminal connections (Page 78). However, his lack of ideological commitment would make him unreliable, and Cinder’s dominance might provoke resistance.
Potential Conflicts and Alliances
Obsidian Hand vs. Hana Guild: The Obsidian Hand’s structured vendetta would clash with Tyrian’s chaotic Hana Guild. Tyrian’s pursuit of Ruby (Page 146) would pit him against Neo and Cinder, leading to violent confrontations over territory or artifacts.
Obsidian Hand vs. Watts’ Faction: Watts’ technological ambitions would conflict with the Obsidian Hand’s anti-Academy focus, especially if Hazel targets Atlas. Watts might sabotage their operations to protect his own interests, using his hacking skills to disrupt Roman’s networks.
Mercury and Emerald’s Role: As mercenaries, Mercury and Emerald could work for any faction, including the Obsidian Hand, but their defection potential (Page 109) makes them unpredictable. They might undermine Cinder if their loyalty shifts.
Internal Obsidian Hand Tensions: Cinder’s ambition could lead to a power grab against Hazel, while Roman’s self-interest might see him betray the faction if it becomes too risky. Neo’s loyalty to Roman ensures she follows his lead, potentially destabilizing the group if he defects.











