Dragon Ball Z rules:
 These are rules on playing a dragonball Z style campaign using the Marvel Rules or in the marvel setting. You will notice that there are  no character stats. This is because the characters of DBZ change power levels and abilities so frequently and in such an abstract way that no one rating would be accurately quantified. Playing Goku as he is at the beginning of the series and how he is currently demonstrates this gap and the difficulty of rating the characters.

New alien Race: Saiyan
Min stats: Str 8 Agi 4 Will 1 Int 1 Edge 0 Hand 2
Hindrances:Tail(when pulled they are paralyzed if under a handsize of 4, and lose Transformation without it)
Uncontrollable Transformation(ape beast when they see full moon)
Limited Potential(may not have Int scores above six or Edges above 2)
Slow Maturation(may only gain response bonus's by reacting to calling events)
 Note: all these limitations can be bought off with appropriate role playing, but all saiyans are born like this.
Powers: Lightningspeed (equal to agility, cannot maintain over long distance travel), Energy Blast 8
Transformation 10(Beast form)
  Beast form: Str 20 Agi (1/2) Int (-2 from original)* Will (same)
   Energy Blast 20 Wide angle beam, Resistance to everything +6 
   Hindrance:(If this lowers agility to 4 or less)Bruiser
   * If this lowers to a zero, they go int0 a mindless rampage and only stop with a       
   challenging(12) Intellect or Willpower action
 Other common powers: Ability Boost(Strength and/or Agility), Chi, Resistance, Flight, Cosmic Awareness(Gauge power level), Danger Sense, Detection(energy), Gestalt(super saiyan), Hyperlinguistics, Telekinesis(Intensity less than 11) 

New Race: Namek

 Min statistics: Str 4 Agi 4 Int 1 Will 1 Edge 0 Hand 2
Hindrance:Maximum edge/ handsize 3/5.(The Eldest Namek is the only Namek to have Edge 4 Hand 6)
Powers: Chi 1, Regeneration 11, Flight 6, Life Support 4
Common Powers:  Ability Boost(Strength and/or Agility), Energy Blast, Gestalt, Lightning Speed, Duplication 10, Regeneration 10(stunt:Healing)   

Optional Rule: New Chi stunts
 These stunts are for maintaining the general feel of the show and are to be introduced  
 with the narrator's caution. 
  Ability Boost, Cosmic Awareness, Danger Sense, Duplication(only at intensity of 10), Energy Blast, Energy Detection,  
  Flight, Lightning Speed, Telekinesis

Optional rule: Training
  If a teacher trains you or you train rigorously, it can pay off big time.
  System:Taught; Teacher makes a Teaching action for a skill or power he either has or is    
  knowledgeable of equal to easy(4) for a lifetime of training, average(8) for a  
  year, challenging(12) for a month, daunting(16) for a week, desperate(20) for a day,  
  superhuman(24) for an hour + training ability or powers intensity + the points(or
  stunts, skills, etc.) to be added. If training multiple intensities, use the highest in 
  difficulty and add + 1 per extra intensity. If they do not have a certain power, the 
  difficulty goes up by 1 step.
  Self Trained: Similar process, but must make an action with the untrained intensity that 
  is equal to training time difficulty + points to be added in addition.

Power levels: First add all his power's intensities + str and agi. Take this total and look and run through these modifiers. If they have a combative power/ability above 10 multiply by 2, above 14 by 10, above 16 by 50, above 18 by 75, above 20 by 100, above 25 by 1000. Multiply this number by 2 for hand size 3, 4 for hand size 4, 8 for hand size 5, and 16 for hand size 6(32 for hand size 7).Double this number for a world class skill. If they have more than 3 powers, times the number by 5, 10 if more than 9. Unique powers without intensities are times 10.

Abusive and sickening bad guy powers: These are sick abilities that a good guy should never have, let alone want. Introducing these into a campaign should be done so with great caution and only given to the most powerful of bad guys. You have been warned.
 Devestation: The supreme power of mass destruction. Raging from huge amounts of energy(while charging this up, Everyone with Energy Detection, Cosmic Awareness, or any other appropriate powers instantly know that something bad is happening and know exactly what with an Average(8) power use), these are blasts and forces of destruction powerful enough to destroy galaxies(or more). Someone must have a power level in the thousands to even have this power.
 System: The Devestation can be used against anything as long as its  location is known.
A bad guy must spend at least one card from the doom bank to attempt the action and must charge up for at least one round. After this, the energy is released on their next action and can do the following.
 Intensity 1-5 Destroy an entire city
               5-10 Destroy a moon or small stellar objects
               11-15 Destroy a planet
               15-20 Destroy a Solar system
               20- 25 Destroy a Galaxy
               25- 30 Destroy an entire Dimension/ Existence itself??!!
    
 A hero can block this blast with his body or some object. The hero(or hero who threw the object) must make a 16 spirit action. If made, the hero(or object) takes the intensity worth of damage or double if she fails the roll. If the blast knocks the hero out, the rest of the blast continues onward at an intensity equal to it's original intensity minus the heroes defense. 
Note: If the your heroes are unable to stop this threat, you may want to reconsider using this power. It's hard to run a game when the universe is destroyed.