Wow, this idea actually made my head spin. You could reroll the dice as a player and give the GM a GM COIN to use later on, but there are also possibilities of calling the universe to help you in ways of story. I’m thinking of the Devil’s Bargain from Blades in the Dark: https://fictivefantasies.wordpress.com/2016/10/01/devils-bargain/ .
An example could be: You’re in the bandits hide-out to save the woman you love. You are all getting beaten up by the leader and you use the Bargain to ask the universe for help. What happens is that the woman escapes the cage and heals you all for (Basic) Effort in her turn. After the fight is over, it seems like she has taken a liking for your party member, troubling inner-party dynamics and adding drama.
Another example could be: You are trying to convince King Henryk of Grey to give you more treasure upon completing the quest. You roll a 1 on your charisma attempt, making Henryk like you even less and he thinks about hiring another party. Yet with the Bargain a treasurer-adviser comes to help you and agrees that you will get a better reward for your struggle. This quest is too important to give to anyone else. The King now agrees, but the other end of the Bargain is that the guild/party that wasn’t hired is spilling nasty rumors about you and when you come back, some merchants don’t even want to talk to you, some nobles distance themselves from you.
I would say that in this approach there should be some connection between the good side of the Bargain and the bad side. I really like your idea too though, just wanted to present a more plot-based possibility of the Bargain…