Heroes Unlimited Revised Second Edition page 68:
Getting out of a hold requires agility. Both the victim and attacker roll twenty-sided dice and add in their P.P. attribute
scores . The person doing the hold also gets to add in all his bonuses to hold and from the P.P. attribute (if any) . High roll wins! If the attacker wins, then the hold continues. If the victim wins, then the hold is released and combat can continue.
Assisting someone in escaping from a hold requires an action. An action spent assisting someone in escaping from a hold allows the assisting character to add one plus their PS-based damage bonus to the die rolled to determine if the hold is escaped.
i.e. Phil has Colin in a body hold. Phil's PP is 14 and his combat bonus to hold is +4 (maybe Phil's a professional wrestler). Colin has been attempting to escape, but his PP is 13, so while Phil is rolling 1d20+18 (19 to 38), Colin has been rolling 1d20+13 (14 to 33). George and Michael both decide to help Colin. George has a PS of 13, which has no damage bonus. He adds one to Colin's die roll. Michael is a beast with a PS of 24, which has a +9 damage bonus. He adds one plus nine equals ten to Colin's die roll. The next time Colin tries to escape the hold, he'll be rolling 1d20+13+1+10 (range 25 to 44), and his chances to escape are much better, now.