Player just came up with an awesome, over the top, OP move! Instead of ramping up the DC, here is a better way to handle it.

I wrote before about task resolution in Interesting Failures and Combat Maneuvers, so this a distillation of that subject, a neat trick to try out.

Generally, in Cypher, player will state an Action, and GM will set the Difficulty. This process takes a form of negotiation most of the time - the more player asks or hopes to achieve, GM will set a higher Difficulty. That is fine as it is, but consider the following idea: Instead of raising the Difficulty, raise the stakes.

Why? Well, raising just the Difficulty reduces the chances of success, and does not consider the failure state. The player might give up on her awesome action due to low chances or go for it, resulting in either no-action, standard failure or, an unlikely extraordinary success.

On the other hand, if we leave the Difficulty and raise the failure state and make it more dramatic, the player might readily opt to proceed with the action, and both success and failure will be more dramatic and exciting.

More drama and awesomness is a win-win situation for any GM.

For the examples of this kind of adjudication, check my Legolas shield surfing scene from Combat Maneuvers article and a scene in the Managing Risks section from Interesting Failures article.

In situations where players try to ramp up the success state, instead of asking for a nearly impossible roll, up the ante and raise the stakes!