In particular I wanted to be able to describe the different organizations in the game in a manner which provides rules for their interaction with characters. I'll try to provide updates as I add Trappings and Stunts.
Many organizations have armed forces. The skill level roughly represents size and quality. Organizations with more than one military arm (such as land or space forces) select this skill more than once to indicate the relative strength of each. This is my first draft at providing Trappings and Stunts to the Organization skills which explain both how they deal with other Organizations and how they deal with Characters.
[T] Armed Forces
When Characters deal with the organization, the default minion quality is your Arms. You can generally muster 10 minions per rank of arms in any region you Control, Sway, or Influence. Mustering more then that requires troop redeployment. [DESIGN - How many minions a organization should be able to bring against Characters is just a guesstimate.]
As a combat skill, Arms is rolled to make attacks and maneuvers against other Organizations when you are using skilled soldiers to get the job done. This deals physical stress to the organization.
[T] Military Defense
Arms may be rolled as a defense against Arms attack of the same or similar type.
[S] Special Forces
You have several groups of elite forces within this branch of your armed forces. Once per session you may either: Gain +2 to any one Arms roll, as if you had spend a Fate point to invoke an Aspect or gain +1 to minion Quality for one scene.
[S] Large Armies
You have large amount of soldiers. You can take an extra minor physical consequence which represents your extra forces. Also your Armed Forces are considered two ranks higher for the purposes of how many minions you can bring to bear.
A measure of how advanced the organization is in relation to another. A higher technology represents no just access to advance technology but how widespread it is in the organization.
[T] Research Facilities
The organization controls Labs and Workshops capable of creating and repairing technology. The organization can provide Characters with access to Labs and Workshops with a quality equal to their Technology. [DESIGN - Maybe just Workshops and put Labs somewhere else]
[S] Cutting Edge Workshops
The organization has highly advanced Labs and Workshops, granting a +1 bonus to the quality of both facilities. For even more advanced workshops, consider either the Capitol Ship or Stronghold stunts.