The Tellers 
A game for 2-5 players, a pair of dice, 30 white tokens, 30 black tokens and two bowls
written by XXXX, you and XXXX

Only a few of us know the stuff as reality is made of. Behind the realm of perception and physics the world is made of what we call the Tangle, a labyrinth of words, phrases and conversations. Those who can perceive the Tangle are the Tellers, they have powers which allow them to retell reality. They call the world "the Story" and they call non-tellers "the mutes".
These are powerful abilities and the Tellers are powerful women and men. But these powers are also dangerous, when the Tellers retell reality they must maintain the coherence of the Story, the illusion that everything happens because of physical and social interactions and not because someone is playing with the Tangle. If they don't maintain the coherence of the Story they will create Weirdness, the reality will turn against them trying to erase them. That is why a Teller can never tell a mute about her ability and why she must always mind her language.

If you read this you will probably be the MC, you will organize the play session and you will explain the rules of the game to the other players. During the game you will describe the environment and the actions of most of the characters.
The other players will be the Tellers, each of them will create and play a Teller during the game. Together they'll form a group of Tellers trying to influence the Story.

The Setting
Before playing you will have to decide the setting together. 
In what era do you want to play? Contemporary? Middle-age?
Where do you want to play? In your country? In your town? In a totally different place?
What will be the background in which the Tellers evolve? Will they try to influence the Story of high-finance? Will they try to rules a small country? Will they use there powers to do police work?
What will be the goal of the group? Who will be their allies and their enemies?

Creating a Teller
Choose the name of your Teller. What does she look like? Describe her.

Stats
A Teller has 4 stats, Body (for physical interactions), Mind (for intellectual interactions), Face (for social interactions), Guts (to stay in control). Put one stat at –1, one stat at 0, one stat at 1 and one stat at 2.

Tone
Choose between Funny, Poetic, Sad, Revolting, Heroic or invent a Tone of your own
To gain the energy needed for her powers, a Teller as to match her Tone. She has to match the Story with her Tone.
If another player (it can be the MC) thinks the action or description of the Teller moves the Story in direction of her Tone in a interesting way he can take a white token in the white-tokens bowl and give it to her.

How to play
Every Teller beings with 3 white tokens, the other are put in the white-tokens bowl. All the black tokens are put on the table, next to the black-tokens bowl.
The players describe the actions of their characters, if they want to describe something else they will have to reach the Tangle (see later), the MC describe the reactions of their environment and of the other characters (the Non-Player Characters).
   
If the Teller tries an action and:
*we are not sure of the consequences
*there would be interesting consequences if she fails
*there would be interesting consequences if she succeeds
   
Then the MC asks her to roll 2d6+Stat:
*On a 6-, the MC tells about her failure
*On a 7-9, both the MC and the Teller tell about the consequences
*On a 10+, the Teller tells us about the consequences of her action

Reach the Tangle
By using her white tokens (she puts them back in the white tokens bowl), the Teller can tell part of the Story (in the fiction her character has to talk, a Teller cannot use her powers if she is unable to talk). 

She can:
*describe one element of the environment (1 token)
*describe a fact about a place (1 token)
*describe what happens without describing human action (1 token)
*describing the action of a mute whose name she knows. She has to say the name of the character she wants to control (2 tokens)
*describe the action of a mute whose name she doesn't know. She has to say the name of the character she wants to control (4 tokens)
*describe the action of a Teller whose name she knows, she has to say the name of the character she wants to control but cannot make him kill himself (6 tokens, put 5 black tokens in the bowl)
*switch place with the MC during 10 minutes, she cannot controls her character during this time (5 tokens)
*...

A controlled mute doesn't feel he is controlled by the Tangle but a Teller is. It is a very unpleasant feeling, even painful for some Tellers, to be controlled. A Teller controlled by another Teller knows he is being controlled and by whom. 

Weirdness
When they tell the Story, the Tellers have to maintain the illusion of coherence. They have to be subtle when they reach the Tangle and all what happen to them must seem logical.
If it's not they will generate Weirdness. Every player (even the MC) who thinks that the power of another Teller generates a Story a bit too weird can put a black token in the bowl.
   
The MC can use the black tokens (he puts them out of the bowl) to screw with the Tellers and to introduce supernatural elements in the Story. He can:
*force a Teller to reroll (1 token)
*introduce a supernatural monster in the Story (3 tokens)
*…

The big taboo
If a Teller tries to reach the Tangle to change something that already happened or even if she lies about the past, she'll suffer Backslash. The Story will retroactively change itself to incorporate the modification and by doing so, it will always harm the Teller.
For example, a lying Teller saying her teacher the reason she missed school yesterday was because she had to attempt the funeral of her grandmother will probably cause a death in her family.
A lot of Tellers discover their power by generating an involuntary Backslash.
   
There are rumours about tellers able to retell about the past without generating Backslash.