Quirk: Magical Girl.

Type: Transformation.

Description: Gives the user the power to transform into a magical girl. The appearance, outfit, and powers tend to vary between individuals, but it usually includes an overly flashy appearance, a rather sexy but not inappropriate outfit with a short skirt, a drastic increase to physical abilities, some kind of special attack, and music playing during the transformation.

Drawbacks: It may work great for teenage girls, but everybody gets older as time goes on, and that quirk does not suit old age. Even worse is being a guy born with that quirk.

(There ya go, this one quirk can be used to explain MHA crossovers with just about any magical girl anime, such as Sailor Moon, Tokyo Mew Mew, and a few hundred others.)

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Quirk: Pocket Monster Maker.

Type: Emitter.

Description: Grants the user the power to create ball-like capsules, small enough to fit in pockets, with random monsters inside them, that have complete loyalty to their owners. (Pokemon.) It's hard to tell what will emerge from those balls, as they don't take form until they're called forth, but the locations where they're first unleashed does seem to heavily impact what they'll turn into, and some are more common than others. Also the forms they take cover all kinds of Nintendo monsters, not just pokemon, and anyone can claim ownership over any unowned monster, just by being the first one to call it forth, and they can be sold in stores.

Drawbacks: Only 1 or 2 can be called out at a time, and only 6 can be carried at a time. Try to carry any more and they'll start teleporting into a certain container made to hold them, or a completely random nearby location if the owner lacks said container. If they're lost and not found in time, they can be claimed by someone else.

(I was stumped for a long time trying to figure out how to fit Pokemon into My Hero Academia. I hope this works for everyone.)

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Quirk: Meal Ticket Maker.

Type: Emitter.

Description: Grants the power to transform paper into certain cards called Meal Tickets, which any skilled cook can use to transform meals into monsters called Foodons, that are obedient to the chef who made them. One good meal and one meal ticket is needed to make each foodon, they can be unleashed at any time, and they turn back into cards whenever they need to rest and recover. And these tickets can be sold in stores.

Drawbacks: To use them effectively, you need to be a good cook, using good quality fresh ingredients, and you need to add the meal ticket when the meal's ready to be served. Higher quality dishes & ingredients, as well as much larger dishes, will create stronger foodons, while flawed dishes may yield comically bad results. And if the food it's used on is barely even edible, it won't activate at all.

(Fighting Foodons. I came up with this at random, and it became my inspiration for the Pokemon quirk.)

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Quirk: Shamanism.

Type: Emitter.

Description: Enables the user to see & communicate with ghosts & spirits, and merge them with objects or themselves to increase their power.

Drawbacks: Not all spirits & ghosts make for good company.

(Shaman King.)

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Quirk: Survivalist.

Type: Emitter.

Description: Drastically increases the user's hunting, survival, & traversal skills, gives the user powerful instincts, and enables them to upgrade their equipment using salvaged junk. This quirk can be upgraded and new abilities can be unlocked by gaining experience through hunting, foraging, and combat.

Drawbacks: The abilities that can be unlocked mainly relate only to hunting, survival, and traversal. Going too long without hunting or combat will cause the user's accumulated experience to drain away. The danger the user faces has to be real for experience to be gained. And overhunting in an area will drastically reduce the XP gained.

(Tomb Raider. This one's for anyone who wants to add Lara Croft as a UA teacher or something.)

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