Quirk name: Guard
Abilities: User marks an individual as their "protected", when the marked individual takes severe damage the user will appear directly in front of the marked, creating a small knockback to protect them
Strengths: Saves teammates from being even more mortally wounded, depending on the users level of care for the marked, the strength of the knockback is increased
Drawbacks: Unless the user knows they're about to be essentially teleported, they won't be in a defending position and more vulnerable to attacks, if they don't care for the person they're trying to mark enough to "guard" the mark will fail to attach
Quirk name: Mastery
Abilities: In times of distress, the user suddenly becomes a master in combat with whatever they are holding, if bare handed they become a master in any random type of martial arts, ability lasts for 10 minutes at a time
Strengths: If the user is holding an already strong weapon, they will become devastating when the quirk activates
Drawbacks: Whenever the quirk wears off, they forget all forms of combat, even ones they have studied before
I'm thinking of posting these in clumps of two daily if I have any ideas, it's also a great way to get you guys to come up with some!
In this one, Mastery is my favourite, I really think it would work well as a quirk!