IMO not enough variety. Frankly, it simply looks like n%-role.
I don't disagree, but perhaps variety could be improved. I think the biggest obstacle is that there's too high a chance of an unwanted action. As Toaster said earlier, if there's too much of a chance of a negative result, people would be reluctant to even use their actions. If I'm a doctor with a 50% chance of not protecting or outright killing my target, I just won't.
Maybe by dropping that "6=CursedWithAwesome" thing, and maybe using a different die roll as McNoble suggested, percentages can be tweaked so that there's a >50% chance of a nominal, expected, success, a small chance of a catastrophic failure, but also a small chance of so cool a result that the risk is worth it. It'd no longer be true RTD, but still incorporate some of its spirit.
Say something like this for a standard doctor (who doesn't die if successfully protects)
Roll a d20:
1: target dies
2-3: no effect
4-5: protects; you die if triggered
6-15: protects; you survive
16-18: protects target, and target's target; you survive
19: protects target against multiple kills; you survive
20: protects target against multiple kills; if triggered, the attacker dies or is revealed.
(actual size of the die, and effects, can of course be tweaked, here only for illustration)
For an alignment cop, roll a d20:
1: no result, target told
2-3: no result
4-5: result, chance of naive
6-15: result
16-18: result, bypass godfather
19: result, bypass godfather, roleblock target
20: result, bypass godfather, roleblock target only if cross-aligned
With that, the chance of a "better than a normal role" effect is large enough that players would be willing to risk the negative effect of rolling low.
Another important consideration is whether players are told the result of their die roll. So if I am a cop, and am told I rolled a 4, I know my result may be naive, or if I know I rolled a 16+, that godfathers are not immune to my inspect. If the player is not told, then if a doctor's target dies, he won't know whether it was because he rolled a 1 and killed him himself, or merely rolled a 2-3 and his target was actually NK'd. Balance is not my forté, but I think I prefer the player be told their rolls.
I think it sounds like fun.