I've been working on this here and there when I get time. The diceless concept is from an idea I posted over at RPG lab about a system that gets inspiration from is 2/3rds CCG and 1/3rd Paper Scissors Rock. It's also has some narrative tools built in. In other words I'm completely out of my element trying to write this.
When I thought of the two ideas it felt like it would fit a steampunk setting best. I also wanted to make character generation a process that gives a lot of meat to the players for actual role playing.
Incomplete
This is far from complete. I think I'm nearly at a point where I could playtest mainly by GM fiat and making up rules as I go. There are some example skills for combat but I really want skills for social conflict to be fleshed out also.
If you're looking at something and I didn't explain it fully, that's because I haven't figured out how it should work yet. If you have an idea of how you would like to see it work, let me know. If you want to write your own parts to this, let me know and I'll give you credit in the book.
The name is a play on Steamfitters with some Punk thrown in there. I want to go a bit back to basics at first with any potential settings and then add in more fantastic elements. The idea here is to start off at the 19th century and then let the players by their characters introduce fantastic elements. I'm also not opposed to completely fantastic steampunk but I think I need to start off grounded first and then go up in my airship.
I'll update periodically until it's done. Then I'll release it under a creative commons license.