Ah, well now <hurriedly rereads what I wrote, to remind self> this is why I ultimately decided to spoiler it and caveat it as non-game material. It wasn't properly intended to be Mafia-relevent.
But...Twelve Monkeys, that's probably an type-A example (well,
found it rewatchable again and again) and I mentioned the Bill And Ted thing earlier. With your perilous-exisyencs Back To The Future as a strong type-B (perhaps not the best example, first that comes to mind). Or perhaps Timecop for either capacity, depending upon if you had a non-player TEC enforcer you might insert into the flavour to 'mop up' aberations (or whatever the stupid 'you touch yourself' blob-death thing was). I think you could, for both cases, design modifications to the generic wincons that meant that inevitability or hyperfluidity of timeline can work.
Frexample: "You win if you discover/obscure <some 'forgotten' information>". It doesn't really matter if the flavour demands it all ends up at the point whereupon everything is as it must have been to send various pro/antagonists back to the start if you cover enough possibilities to fudge a possibly elastic travel between (options for) concrete endpoints.
Though I'm not entirely sure how this fits in (because I never saw enough of it to establish the internal logic or otherwise) there was a series called Primeval (or "Primæval", as it probably ought to have been, being British
) which had random/maybe-not-random time portals 'start' to spring up between now and the overwhelmingly large swathes of prehistory (it was Walking With Dinosaurs era, so plausible CGI was just mature enough to be used weekly). This usually meant the obvious "Dinosaur Of The Week rampages through contemporary setting, supersecret government department sends in paleontologists to repatriate the whatever(s), seal things off then cover it up" that you'll imagine.
Of course there was a Protagonist who seemed to know how to freely find and travel the portals (maybe more than that) and had an Agenda (I forget what - misanthropy?). And she had a particular Henchman (apparently yer standard soulless, sadistic, laconic and loyal 'black-ops' brand) who was the protagonists' usual foil when it was more than just a naive dino-herding episode. But I think the Jumping The
Shark Megalodon moment involved the time she called in her own particularly overwhelming version of The Cavalry, which turned out to be
many versions of the Henchman emerging from many spawning portals from all kinds of points in his timeline (think "Thirteen Doctors in Thirteen TARDii" without the feel-good part). How's
that for a LyLo-forced one-shot to try or fail to engineer regardless of the mook/minion having been lynched. Revive w/multi-vote.
(Well, except that I'm fairly sure it got defeated, somehow, by the protagonist team's own innate rag-tag ingenuity. It was probably a season-finale, so might not have have been properly resolved until the next season-start. I lost track.)
Noting: I'm not a good designer of balanced Mafia games. The last one I tried, not here, was
intrinsically balanced by being multiple naive cult-leaders who all thought they were SKs[1], with hidden game setup to (theoretically) progressively clump them into cult-groups (or get rebuffed) according to how they targetted each other each night, until one group dominated. Unfortunately, I missed a 'race condition' in my system and it just frustrated everyone as repeated attemptex night-'kills' didn't happen again and again and again to everyone's frustration and I didn't know how to unspoilery placate the players without an unplanned reveal. It was a mess, and put me off hosting anything too experimental.
Alternately, revamping a tried and tested balanced werewolfy-game with added
retroactive actions, revivals and/or refactioning needs great thought than I can reliably muster.
None of that'll help, I'm sure, but you asked. So it's your fault.
[1] I fake-assigned them each versions of SK-characters they'd used in prior games (and true fake-claims from past Townies they'd played), which I felt quite happy with.