Thank you Salva, i think that's a very good point: if you need to do this, you probably need to redesign.
I think your first point is wrong though: you can have "non-linear" behavior, for example a "Person" turned into a "Zombie", could become stronger when they are "Poisoned" (instead of becoming weaker like a non-Zombie person).
And transitions can be implemented in the Roles, so that you can also have complex transitions.
So, i think you'd get a truly multidimensional State Machine (is that right, or did i misunderstand something?). It might just get a bit messy in terms of the code, which shows you might want to redesign.
It's still nice to know that it's possible though. In the meantime i'll try and use Class::StateMachine.