The setup section is real hard to follow
(3-4 p.-1 b.c.; 5-6 p.-2 b.c.; 7-8 p -3 b.c.; Etc.) I'm assuming this means you draw 1 black card for 3 or 4 players, 2 for 5 or 6, 3 for 7 or 8. you might want to change this around a bit as I read it as -1 black cards at first, like you should draw less the more players you have.
If I'm also adding number of players +1 red cards for 4 players I'd have 5 red cards and 1 black card, when you distribute them among the players there's a 1/3 chance that no one is a traitor. If traitors are a big part of the game running a game without any traitors might be a bit boring.
do you need to tap a card for an auto success before or after you roll?
does the gm reveal if there is a black card in the pile? players would be able to figure it out with one pass and one success on the dice, but if both dice are over 4 or both are below 4 players would only know if the GM tells them.
When talking about how long a task takes you mention that failure adds a d6x10 minutes, but not how long a successful action should take, just "as long as assumed" which doesn't mean much to me.
Outside of the technical rules description I think this is pretty cool. I love hidden traitor games, but I've never seen it combined with an RPG. Very cool concept.