Arg, can't find it. Might've been in the "How Do I" section instead. He basically said it'd be difficult/impossible with the way families are currently set up.
Inheritance is pretty important. I think it's far more efficient to give a behavior to a family instead of individual objects so that surface modifiers and such apply to everything. You could also do stuff like freeze any enemy when it's hit. If you do this now you won't be able to access the behaviors from the "Enemies" family :T I've resorted to making a single family with all behaviors and activating/deactivating them as needed, then using a variable to separate enemy from player, base from mask, and so on. It's not a very elegant solution...