This document discusses using a finite state automaton (FSA) model in Perl to automate tracking turns in tabletop roleplaying game (RPG) combat simulations. It describes how FSA models fit the deterministic state transitions of RPG combat and how the FSA::Engine module can be used to implement this. Undo support is added by snapshotting and rolling back the FSA's state using PadWalker. The code presented provides a basic proof-of-concept and could be expanded to support additional RPG systems, state serialization, and other combat mechanics.