Does anyone have any comments for the Orc Mage?
As a caveat; I've only ever built mages, never played one (though have seen them played, so that gives me
some authority right? >.<).
That said, just because you're a mage doesn't mean you don't need to have a few passable physical attributes. Mainly REA and AGI need some attention here.
REA because with initiative, as a primary combatant - i.e. in a 1 man campaign - it is always, always, always very important to go before as many enemies as possible. And even though you have spells to boost it, that magic still needs something to work with and you're severely neglecting half of your initiative. You've only spent 120 BP on attributes as is, give 'em some love.
AGI needs a boost because you still need to be able to fight when you can't risk any more drain. Which also means you need a gun skill, forget blades, let your spirits do the melee (summoning Drain can be managed pre-action time, as spirits are with you until sunrise or sunset). Also, AGI is a very diverse ability and will help you be sneakier, which is good for the guy who is KoS.
Really though, for the build you're trying to do (mage/infiltrator/face), it seems like you're using the wrong meta-type (i.e. Elf has synergy with all 3 of those roles). You'd even be better off as a Dwarf, because managing Drain is your main concern and being an Orc does absolutely nothing for you with that...
I'm not sure that Securetech PPP works as you've implemented it. My interpretation is that the BEST it can give you is 2/4 (Ensemble), i.e. combining all the pieces as you have, just because you list them separately and they seem to add up to 1/5, it's protection can't exceed 2 in Ballistic or 4 in Impact (you'll notice that "Leg and Arm Casings" is 1/1, which is in actuality what you have, but you just listed them piece by piece)... I may be wrong, but this is how I've always done it.