This post might reveal the most details yet of the Guardians game system. References to Damage Resistance and things like "Charisma Saving Throws" tell you a lot about some of the modifications to ODnD that had to be made in order to make an exceptional super heroes RPG.
Depending on your character's origins you will be able to roll a number of times on the Power Table to determine what super powers your character has. In some ways this is reminiscent of the Gamma World mutations tables and how that endowed characters with unique abilities. Though we've worked hard to make the system much more balanced so the party will all have value to contribute to the adventures without 1 or 2 characters dominating every session because they are so much more powerful than the other characters.
While the the die roll determines theme, some flexibility is provided to the players for defining their character by allowing the player to choose a specific power within that theme. Game Masters may allow players to just choose their powers instead of randomly rolling, depending on their campaign.
Here is a section of the Power Table:
Here is a small section of the descriptions for powers (note the acronyms for power types were described in a previous post):
Acid Blast (RA1)
Using a ranged attack, the super can project a stream of corrosive liquid with a 50 ft. range. A hit inflicts 4d6 acid damage.
Animal Control (Avian, Land, or Marine) (C/A1)
The super can control up to 5 HD of normal animals within 50 ft. Animals that are loyal to a master or fierce resist with a Charisma saving throw; others are automatically affected. Specify either land animals, avians, or marine creatures. Types that fall into two categories (amphibians, etc.) can be controlled by either.
Animal Control (Specific) (C1) (minor power)
Animal control is a minor power if limited to under 5 species.
Analytic Taste (C1)
This is the ability to taste an organic substance and instantly perform the equivalent of a full laboratory scientific or genetic analysis on it. The super can also compare two samples, e.g., taste a person’s blood and then determine if a bloodstain is the same person (or a close relative).
The super may teleport an object into his or her presence. This causes it to vanish and then instantly reappear within 5 ft., or in the super’s grasp if small enough. The object must be perceived or at a known location within 100 ft. no more than 30 lbs. weight, and not part of something else. The super could (for instance) teleport a pistol or other small gadget out of someone’s hand, but not teleport the heart out of someone’s chest.
The super has very tough skin or actual armor. It gives AC 3  or improves another better AC by 2. It gives DR 8 damage reduction (added to other DR).
Armor Up (S2)
The super can create ultra-strong armor for a brief period, often by forming ice or stone around his or her body, turning the entire body metallic, or reinforcing it with energy. It gives AC 2  or improves another better AC by 2 and gives DR 10 damage reduction (cumulative with other DR).
Astral Travel (C1)
By going into a trance the super’s spirit will leave his or her body. The spirit acts as if it had simultaneously activated Intangibility, Invisibility, and Flight powers but only paying the energy points for a single such power. However, the super’s body is left behind (paralyzed) while his or her spirit is traveling. Astral characters can affect each other normally and while astral can take with them gadgets and costumes, but not other gear.
Acid, Cold, Electricity, Fire, or Sonic Aura (S1)
The super’s body drips with acid, radiates cold, burns with fire, crackles with electricity, or buzzes with sound. Anything touching the super while unarmed takes 2d6 cold, fire, electrical, or sonic damage as applicable. If the super touches a foe this can be added to normal unarmed combat damage. In addition the super has an additional DR 4 resistance against that damage type while the power is sustained. In addition any damage attacks of the specified type do +1 damage per die when the super attacks with them.
Bad Luck (PA1)
The super can curse someone with bad luck. Range is 50 ft. If they fail a Charisma saving roll they will be at -2 on all attack and saving throws, and are +2 to be hit. The effect lasts 1d6 turns. The Referee can also have ill fortune happen to them.