Core/FAE has Stunts that give a numerical bonus to actions or otherwise let a character do things beyond the normal rules. But reading through the rulebooks, I haven't found any guidance for the opposite effect: an "anti-stunt" that imposes a penalty on an action or prevents an action that's normally allowed. Is there any official text covering this topic? If their response is, "Don't do it this way; model disadvantages with another method," that's okay too.
Question inspired by the comments in this answer where SevenSidedDie gives an example of making an Aspect or "bad" Stunt so a zombie horde can't move zones as quickly as other characters. Of course I could make it an Aspect and let the PCs compel/invoke so the zombies get hung up on obstacles and have to stop moving or roll an overcome action. My question is about creating a persistent, clearly-defined mechanical effect, which to me sounds more like a Stunt.
The best resource I've found so far is FAE's section on Bad Guys, where you pick what they're skilled at (+2 to rolls) and bad at (-2 to rolls). You've got the mechanical modifier there, but the descriptions seem broader than Stunts. It also doesn't cover "the character just can't do this at all."
Best Answer
There's a really simple alternative to penalties (at least for passive opposition) that I haven't seen mentioned yet: just set the difficulty higher. This is the recommended approach in the rules, and it is clearly a deliberate design decision to prefer this over penalties. Under the section "Running The Game" > "What To Do During Play" > "Setting Difficulties" (http://fate-srd.com/fate-core/what-do-during-play) it states (emphasis mine):
As further proof that the Fate rules deliberately eschew explicit penalties, we can check the System Toolkit, which discusses the topic of Supplemental Actions (http://fate-srd.com/fate-system-toolkit/supplemental-actions) -- "...in previous versions of Fate... performing an action that would distract from your primary action imposes a -1 penalty on your primary action", but this was removed in Fate Core. The reasoning:
They then propose an alternative that's "a little more in keeping with the ethos of Fate Core", which is to place a boost on you -- something like Distracted -- which (as with any boost) can be used once by your opponents, and then goes away.
The existing answers already mention using aspects (which are always true) as permissions (or lack thereof). But, as I mentioned in a comment on harlandski's answer, the rules also allow for certain skills to be "unavailable" if you don't have them.
None of the default skills are like this, but you might make this the case for certain complex skills in your game: casting, piloting, hacking, and surgery come to mind as such skills. But these can also be modeled using aspects as permissions.