I've done something like this for my hack, using the following two moves:
When you
offer tribute to an organization, roll+intent. On a hard hit, take +1 favor with them. On a regular hit, choose 1 and take +1 favor only if you fulfill it:
- officially join up with them
- pledge your support for a dangerous mission
On a miss, somebody still doubts your dedication.
When you
seek aid from an organization, roll+favor. On a hard hit, it's an honor to help or they owe you from back when. On a regular hit, they do it, but take -1 favor. On a miss, they can't or won't help you.
"Tribute" is of course stolen from Dungeon World, and comes in different flavors like support (commit troops, ships, food convoys or other large-scale resources to the cause) or knowledge (offer new research or old secrets that are relevant to the organization's interests). The design goal is that getting what you need to offer tribute will in itself require either committing substantial resources, or going on an adventure.
Also, "help" is somewhat GM-defined, you can't be sure that they'll always do exactly what you want them to, only that they WILL do something directly helpful. "We can't commit our entire army at this time, but we will send a regiment to supplement your own troops" sort of thing.