Parkour

Parkour is an athletic training discipline in which runners (traceurs) attempt to navigate over terrain (often urban) at speed. 
== Useful Skills ==
A character who does parkour will want to take running for speed, climbing for going up, jumping for crossing gaps, and acrobatics for (safe) descents and dives. See these pages for how your traceur can get around quickly and stylishly.
== Useful Advantages ==
Traceurs tend to be fit, with plenty stamina for high-energy maneuvers. They'll need at least enough strength to reliably lift themselves up and over obstacles, and a powerful grip to catch ledges. Some cinematic traceurs will likely have some sort of "Wrists of Titanium" perk allowing them to never risk injury from catching themselves during a fall.
== Traceur Combat ==
While parkour isn't a martial art in itself, characters who specialize in itGURPS Action 3: Furious Fists will want to use their mobility to its fullest, relying on retreats to benefit their defenses. Traceurs will get a lot of mileage out of Judo for parries and throws--and since traceurs travel light, cinematic traceurs will use disarming for borrowing an opponent's weapon in the field.
If a traceur type character is armed, they'll want to use lightweight weapons that can be used with fencing skills--escrima sticks for instance can be used with smallsword and main-gauche for striking and parrying.
Finally, a cinematic nonlethal traceur may also just "bonk" enemies (or strangle them) with a bola perdida "thunderball", which acts as a flail or garrote. This weapon isn't too good for parries, so parries will likely be done with unarmed combat skills (like Judo, seen above).
== Parkour Stunts ==
Action 2: Exploits has several useful examples:
* Diving: An acrobatics roll at -4 can get you past a narrow passage, such as a closing garage door, between hot pipes, or into a window. 
** While the rulesAction 2: Exploits, p.19 say a failure results in the traceur getting stuck, it's recommended that the PC succeeds (keeping their momentum) but with injury from hitting something on the way in.
* Jumping: Success is a good leap across, failure means a ledge grab (or slamming torso-first into the edge, ouch!). 
** On a critical failure, I recommend a scene change--such as crashing through the window of the floor below, or landing on a branch. If pursuing an NPC, this could end a pursuit! If being pursued, this could be trouble.
* Pull-Up: Strength-based Climbing roll. 
** A healthy traceur should never struggle to lift themselves up onto a ledge!
* Running Climb: Similar(?) to a "tic-tac", jumping between two immobile obstacles. Use the better of Acrobatics-4 to gain your Basic Move/4 yards, or Jumping-4 for Basic Move/2 yards (round up). Failure means a fall!
** In Wuxia style adventures, these objects don't need to be immovbile--tic tacs can be performed over rolling logs or falling rocks!
* Skidding: A DX-2 or Skiing-2 roll to slide across slippery terrain, be it ice or oil. Halve your Move (round down) every second. On a failure, fall down (if standing) or stop cold (if other position) 
** Recommendation: Stop cold or fall down on a failure, player's choice
* Sliding: Sliding down awnings, bannisters, metal escalator dividers, etcetera. DX-2 or Acrobatics-2 if seated, -8 if standing. If using a personal conveyance (such as a skateboard, snowboard, or skis) you may use that sport's skill at -2 instead!
** You can travel at about Move 5 until you reach the bottom, but you roll every second to maintain balance. Does Perfect Balance apply? Of course it does!
* Spinning: Acrobatics or DX-based Running to change direction rapidly after a run
* Squeezing: Niche but dramatically important, rolling against Escape to get through a narrow area, a door that something's collapsed upon.
== References ==