So here's a random look at how a baseline O.C.C. would be "upgraded" via the Levels, using the conversion from Palladium to M&M:
BASELINE HEADHUNTER O.C.C. (First Level)
Role: Bounty Hunter, Mercenary, The Baseline Guy
PL 8 (122)
STRENGTH 2 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2
Skills:
Athletics 4 (+6)
Expertise (Mercenary) 8 (+10)
Insight 3 (+6)
Intimidation 4 (+6)
Investigation 4 (+7)
Perception 5 (+8)
Technology 4 (+6)
Vehicles 2 (+7)
Advantages:
Diehard, Equipment 13 (Gear), Fearless, Great Endurance, Improved Aim, Improved Critical (Laser Rifle), Tracking
Powers:
"Makeshift Cybernetics"
Senses 1 (Infravision) [1]
"Radio Jack" Communication 2 (Radio) [8]
"Bioinic Arm"
Strength-Damage +3 [3]
"Fingerjack & E-Clip" Features 2: Plugs Into Machines, Extra E-Clip for Guns [2]
"Finger Blaster" Blast 6 (Feats: Subtle) (13) -- [14]
AE: "Vibro-Blades" Strength-Damage +4 (Extras: Penetrating 6) (10)
Equipment:
"Body Armor"
Protection 6 (Impervious 5) (12)
Immunity 6 (Radiation, Vacuum, Hot, Cold, Suffocation 2) (6)
Mini-Computer (2)
Tinted Visor, Loudspeaker, etc. (3)
"NG-L5 Northern Gun Rifle" Blast 10 (Extras: Multiattack, Penetrating 5) (35)
"Laser Pistol" Blast 6 (12)
"Assorted Gear" Gas Masks, Radios, etc. (4)
Knife +1 (Feats: Improved Critical) (2)
Offense:
Unarmed +5 (+2 Damage, DC 17)
Bionic Arm +5 (+5 Damage, DC 20)
Vibro-Blade +5 (+9 Damage, DC 24)
Laser Pistol/Finger Blaster +5 (+6 Ranged Damage, DC 21)
NG Rifle +5 (+10 Ranged Damage, DC 25)
Initiative +4
Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+9 Armor), Fortitude +5, Will +6
Complications:
Motivation (Greed)
Total: Abilities: 52 / Skills: 34--17 / Advantages: 19 / Powers: 28 / Defenses: 6 (122)
-So for the sake of curiosity, I wanted to see what would happen if I took a baseline Headhunter O.C.C. (a solid "Generic Fighter Guy" class) and used what the game says to use for Fighting Styles on him. So Headhunters get no bonuses to hit, so they end up with the same +5 to hit I give every starter character (assuming Boxing, because EVERYONE TAKES BOXING).
HEADHUNTER- Hand to Hand Basic:
LEVEL 1- PL 8: Vibro-Blade +5 (+9 Damage), Rifle +5 (+10 Damage), Dodge +5/Parry +5 (+10 Armor)
LEVEL 2- PL 8: Vibro-Blade +5 (+9 Damage), Rifle +5 (+10 Damage), Dodge +5/Parry +5 (+10 Armor)
LEVEL 3- PL 8: Vibro-Blade +5 (+9 Damage), Rifle +5 (+10 Damage), Dodge +5/Parry +5 (+10 Armor)
LEVEL 4- PL 9: Vibro-Blade +7 (+9 Damage), Rifle +7 (+10 Damage), Dodge +6/Parry +7 (+10 Armor)
LEVEL 5- PL 9: Vibro-Blade +8 (+9 Damage), Rifle +8 (+10 Damage), Dodge +6/Parry +7 (+10 Armor)
LEVEL 6- PL 9: Vibro-Blade +8 (+9 Damage), Rifle +8 (+10 Damage), Dodge +6/Parry +7 (+10 Armor)
LEVEL 7- PL 9: Vibro-Blade +8 (+9 Damage), Rifle +8 (+10 Damage), Dodge +6/Parry +7 (+10 Armor)
LEVEL 8- PL 9: Vibro-Blade +8 (+9 Damage), Rifle +8 (+10 Damage), Dodge +6/Parry +7 (+10 Armor)
LEVEL 9- PL 10: Vibro-Blade +10 (+9 Damage), Rifle +10 (+10 Damage), Dodge +8/Parry +9 (+10 Armor)
LEVEL 10- PL 10: Vibro-Blade +10 (+9 Damage), Rifle +10 (+10 Damage), Dodge +8/Parry +9 (+10 Armor)
LEVEL 11- PL 10: Vibro-Blade +10 (+9 Damage), Rifle +10 (+10 Damage), Dodge +9/Parry +9 (+10 Armor)
LEVEL 12- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +9/Parry +9 (+10 Armor)
LEVEL 13- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +9/Parry +9 (+10 Armor)
LEVEL 14- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +9/Parry +9 (+10 Armor)
LEVEL 15- PL 12: Vibro-Blade +13 (+9 Damage), Rifle +13 (+10 Damage), Dodge +11/Parry +11 (+10 Armor)
-So you start out as a PL 7.5-ish guy at your baseline, but boost up to PL 9 quickly and stick there for a while, then hit PL 10, then PL 11, then end up at PL 11.5.
HEADHUNTER- Hand to Hand Expert:
LEVEL 1- PL 8: Vibro-Blade +5 (+9 Damage), Rifle +5 (+10 Damage), Dodge +5/Parry +5 (+10 Armor)
LEVEL 2- PL 8: Vibro-Blade +5 (+9 Damage), Rifle +5 (+10 Damage), Dodge +6/Parry +6 (+10 Armor)
LEVEL 3- PL 9: Vibro-Blade +7 (+9 Damage), Rifle +7 (+10 Damage), Dodge +6/Parry +6 (+10 Armor)
LEVEL 4- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +7/Parry +7 (+10 Armor)
LEVEL 5- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +7/Parry +7 (+10 Armor)
LEVEL 6- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +7/Parry +7 (+10 Armor)
LEVEL 7- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +7/Parry +7 (+10 Armor)
LEVEL 8- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +7/Parry +7 (+10 Armor)
LEVEL 9- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +9/Parry +7 (+10 Armor)
LEVEL 10- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +9/Parry +7 (+10 Armor)
LEVEL 11- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +9/Parry +7 (+10 Armor)
LEVEL 12- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +11/Parry +11 (+10 Armor)
LEVEL 13- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +11/Parry +11 (+10 Armor)
LEVEL 14- PL 12: Vibro-Blade +13 (+9 Damage), Rifle +13 (+10 Damage), Dodge +13/Parry +13 (+10 Armor)
LEVEL 15- PL 12: Vibro-Blade +13 (+9 Damage), Rifle +13 (+10 Damage), Dodge +13/Parry +13 (+10 Armor)
-Experts actually shoot up the levels pretty quickly, going from PL 7.5 to PL 9.5 by 4th level. However, they plateau BADLY after that, only gaining a couple of Advantages until Level 9. But then you spend a lot of time at PL 11, ending up at PL 12.
HEADHUNTER- Hand to Hand Martial Arts:
LEVEL 1- PL 8: Vibro-Blade +5 (+9 Damage), Rifle +5 (+10 Damage), Dodge +5/Parry +5 (+10 Armor)
LEVEL 2- PL 9: Vibro-Blade +7 (+9 Damage), Rifle +7 (+10 Damage), Dodge +6/Parry +6 (+10 Armor)
LEVEL 3- PL 9: Vibro-Blade +7 (+9 Damage), Rifle +7 (+10 Damage), Dodge +6/Parry +6 (+10 Armor)
LEVEL 4- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +8/Parry +8 (+10 Armor)
LEVEL 5- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +8/Parry +8 (+10 Armor)
LEVEL 6- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +8/Parry +8 (+10 Armor)
LEVEL 7- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +8/Parry +8 (+10 Armor)
LEVEL 8- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +8/Parry +8 (+10 Armor)
LEVEL 9- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +10/Parry +10 (+10 Armor)
LEVEL 10- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +10/Parry +10 (+10 Armor)
LEVEL 11- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +10/Parry +10 (+10 Armor)
LEVEL 12- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +12/Parry +12 (+10 Armor)
LEVEL 13- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +12/Parry +12 (+10 Armor)
LEVEL 14- PL 12: Vibro-Blade +13 (+9 Damage), Rifle +13 (+10 Damage), Dodge +14/Parry +14 (+10 Armor)
LEVEL 15- PL 12: Vibro-Blade +13 (+9 Damage), Rifle +13 (+10 Damage), Dodge +14/Parry +14 (+10 Armor)
-Martial Arts gives you a quicker rise to PL 9-10, but two very big plateaus where you're basically the same. But your Defenses evolve quicker than your offense, turning these guys into PL 12 fighters anyhow.
HEADHUNTER- Hand to Hand Assassin:
LEVEL 1- PL 8: Vibro-Blade +5 (+9 Damage), Rifle +5 (+10 Damage), Dodge +3/Parry +3 (+10 Armor)
LEVEL 2- PL 9: Vibro-Blade +7 (+9 Damage), Rifle +7 (+10 Damage), Dodge +5/Parry +5 (+10 Armor)
LEVEL 3- PL 9: Vibro-Blade +7 (+9 Damage), Rifle +7 (+10 Damage), Dodge +5/Parry +5 (+10 Armor)
LEVEL 4- PL 9: Vibro-Blade +7 (+9 Damage), Rifle +7 (+10 Damage), Dodge +5/Parry +5 (+10 Armor)
LEVEL 5- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +7/Parry +7 (+10 Armor)
LEVEL 6- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +10/Parry +10 (+10 Armor)
LEVEL 7- PL 10: Vibro-Blade +9 (+9 Damage), Rifle +9 (+10 Damage), Dodge +10/Parry +10 (+10 Armor)
LEVEL 8- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +12/Parry +12 (+10 Armor)
LEVEL 9- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +12/Parry +12 (+10 Armor)
LEVEL 10- PL 11: Vibro-Blade +11 (+9 Damage), Rifle +11 (+10 Damage), Dodge +12/Parry +12 (+10 Armor)
LEVEL 11- PL 12: Vibro-Blade +13 (+9 Damage), Rifle +13 (+10 Damage), Dodge +12/Parry +12 (+10 Armor)
LEVEL 12- PL 12: Vibro-Blade +13 (+9 Damage), Rifle +13 (+10 Damage), Dodge +12/Parry +12 (+10 Armor)
LEVEL 13- PL 13: Vibro-Blade +15 (+9 Damage), Rifle +15 (+10 Damage), Dodge +14/Parry +14 (+10 Armor)
LEVEL 14- PL 13: Vibro-Blade +15 (+9 Damage), Rifle +15 (+10 Damage), Dodge +14/Parry +14 (+10 Armor)
LEVEL 15- PL 14: Vibro-Blade +17 (+9 Damage), Rifle +17 (+10 Damage), Dodge +14/Parry +14 (+10 Armor)
-Assassins start out with lowered stats to start, but rapidly increase. They hit PL 10 defensively before everyone else does, then hit PL 11 defensively two levels later. Finally, they hit PL 12 at only Level 11, and are *PL 13* by Level 13, ending at PL 14, equivalent to the setting's Demigods and top-level monsters. Assassins develop defensively earlier, like Martial Artists do, but finally their offense laps it.
OVERALL:
-So this is more of a "general" thing just using one O.C.C., but showcases just how accuracy and experience work. High-level NPCs kind of have stats like this- I see a lot of "5-6 Attacks" in the books. This means that a highly-experienced character will eventually match the more powerful types of things in the setting, even if they have more "basic" gear. HOWEVER... that's largely based on their accuracy. So you're effectively Shang-Chi or a Sniper versus the game's super-durable types of dudes if you still have your +10 Armor Save.
Things get hairier when you mess about with the top-tier guys. SAMAS Rail Guns do +13 Damage, so so a Hand-To-Hand: Expert SAMAS Pilot is PL 9 to start, upping each "Level" by one PL until they're PL 13 even at "Expert". If they're at "Assassin", they become PL 15 at their top level! 'Borg O.C.C.s, who can take similar gear, upgrade even further.
Never mind any O.C.C. or random-ass thing that gives you extra attacks. A 'Borg with extra limbs boosts accuracy by +2, and a Juicer (with two extra attacks) by +4! A Level 15 Assassin Juicer will have +21 to hit and be a PL 16-ish warrior!
So in the end, you're still usually overpowered by the setting's big monsters- most of the "Monster Manual" stuff and NPC beasts are PL 12-14, so you'd be expected to need your whole team to kill them, as it should be. But by the end, Juicers, 'Borgs, etc. are easily packing PL 12-14 themselves... but those levels are tricky to equate from Palladium to M&M. Like, how much experience is that REALLY? Kevin S seems to indicate you maneuver through the levels at a glacial pace, but others who aren't insane run their games and are said to level up guys more quickly.