The mechanics would allow your T'skrang Weaponsmith to visit either Victorian England or the Gruv. The big question is, will the magic level support your Discipline?
1879 takes place in a lower-magic environment than
Earthdawn, although that will change as the game progresses. Earth's mana cycle has been altered by the opening of the Rabbit Hole and the flood of mana pouring through from the Gruv. In turn, the Gruv's mana level is being depleted. Eventually, the two worlds will level out, and both will rise in mana level, heading for an
Earthdawn-like magical environment. At the outset,
1879 has no Talents, only Skills, as the magic level isn't high enough to support Talents, much less the magical Patterns that empower the Disciplines.
The character advancement mechanic for
1879 is very similar to
Earthdawn, although we're calling them "Adventure Points" instead of "Legend Points". There's still an advancement from Initiate to Novice to Journeyman, with Core Skills that allow karma use, and Optional Skills that don't, and Free Skills that are limited in Rank and lie outside the character Concept. I've covered this to some extent in Blog Entry #17, What a Concept, at
http://www.fasagames.com/blog/?post_id= ... -a-concept. CoreStep isn't quite as flexible as SW, and needs some tweaking to fit it to specific game worlds, but the basic mechanics remain the same, and characters from one game world could work in another if you're willing to have both game world books available. Think of it maybe a bit like TORG, where the dominant reality asserts itself and tries to reshape your character to fit it, but you can assert your own original reality and do things that work in your home continuum if you're willing to put forth the effort required and take the consequences.