
I think Ursula Downs is an awesome investigator worthy of a lengthy data driven review. In case "lengthy" is'nt your cup of tea, here's the TL:DR:
Ursula Downs is one of the fastest investigators in the game and she's reasonably survivable thanks to her high . She is let down by her minuscule cardpool but just bring all the clue cards and focus on the clues.
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First off, stats!
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3 makes Ursula squarely middle of the road, defending against will be important to her since her weakness forces horror damage, give consideration to Logical Reasoning, Elder Sign Amulet and/or Tooth of Eztli and obviously: Guts.
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4 is to be expected, it may take some work to make "I've got a plan!" hit but with the proper assets and allies clues will not be an issue. Because of Ursulas speed seriously consider Fieldwork in your base deck as a means to consistently finish difficult locations, this only gets better on higher difficulty and if you play Archaic Glyphs.
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1 is to be ignored. Even Swarm of Rats is better evaded then fought.
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4 means that the vast majority of enemies don't pose you real danger, it does mean that multi-clue pickup is extra important though so that you don't spend too much time hanging around a location with evaded enemies on it. This stat lineup also benefits unusually well from Hyperawareness. Sadly there is literally nothing in your cardpool that leverages into anything useful (aside from evaded enemies).
So, Ursula has a very single-minded stat set, GET ALL THE CLUES, EVADE ALL THE ENEMIES. Looking at her health and sanity you might think she wont ever die, Health will not be an issue, but horror can get very dangerous, resist it!
Her ability requires little discussion, free investigates! Keep in mind that you may use the free action to trigger your Investigate assets (Fingerprint Kit, Archaic Glyphs) and other Investigate effects. If you have Shortcut+Pathfinder or 2xPathfinder you can use all the free movement to shuffle around and net free investigates anywhere you like. Ursulas ability nets her more investigate checks per turn which makes Arcane Insight a good pick for her.
The ability is really nice, but not always helpful, you sometimes just don't want to move. A +1 with an optional bonus is still much better then a scaling bonus with no extra effect so Ursula has it pretty good in this case.
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So, cardpool. Short version, she's a straight , long version, the ability to grab artifacts is extremely limited. At level 0 the major options are The Chthonian Stone and... stuff you really don't want.... At higher levels it looks a little nicer, Charon's Obol for the risk-taker, Lucky Dice for consistency, The Gold Pocket Watch is one of the most powerful effects in the game, Grotesque Statue is another consistency route. So yeah, the XP options are interesting but still few in number, Ursula Downs has one of the smallest cardpools but look on the bright side, its bigger then Mateo's.
With her nice Ornate Bow might grab your attention, just keep in mind that there is no card support here, no Live and Learn, Lucky!, Streetwise, Narrow Escape, Double or Nothing, Leo De Luca, Quick Thinking you get the picture. There is still Hyperawareness so you can still muster accurate shots, but it will come at the cost of your Magnifying Glass and/or Fingerprint Kit. I'm obviously not a fan of this setup but if you're super desperate for a way to fight then this is it.
Ursula Downs lover her the classic go-to clue stuff, everything that grabs extra clues, boosts and buffs. Dr. Milan Christopher, Magnifying Glass, Deduction, Fingerprint Kit. Another important thing for Ursula is speed, Working a Hunch so that she doesn't spend too much time on a location after evading, Shortcut and Pathfinder are musts, Fieldwork and/or Arcane Insight to put all this speed to use, the high movement also gives extra strategic value to Connect the Dots since you can easily leverage Pathfinder to browse locations to make the combo happen.
Ursula Downs likes her some Archaic Glyphs, both options sync with what she does so with/without Shrewd Analysis risks you'll always get stuff you want, I prefer the bonus clues though.
Strange Solution however is a bit less useful for her, her only way to buff a Strange Solution attack is with Unexpected Courage, so accuracy is an issue, the Strange Solution isn't needed and she doesn't have time to spend her actions supporting the team with Strange Solution. I'dd say Strange Solution is still worth the work if you're desperate for more killing power but leave it on the shelf in 3 player.
Defensively you can ponder Trench Coat and/or Tooth of Eztli.
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Finally, the signature cards.
Jake Williams is'nt terribly helpful. Extra cards are nice but this has an upper limit on how often it may trigger and contests the ally slot for Dr. Milan Christopher, you might grab an extra buddy like Dr. William T. Maleson and go for Charisma but generally I just play Dr. Milan Christopher whether or not I'll bediscarding Jake Williams to do so, > Card draw.
The weakness, Call of the Unknown, woo this one is nasty. Luckily if you draw this early you'll only be slightly more desperate to do things you want to anyway, move forward and get clues, as the game progresses less locations will have clues, you may still investigate a location with no clues but this will still suck away your movement advantage and free clue pickup on a roundly basis. Try to resist horror the best you can so that you might take this on the chin every now and then.
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Altogether. Ursula Downs will probably take more investigate checks per map then any other character, with an effective of 5-7, she can not quite match Rex Murphy clue for clue but the race is still very close, and she's a heck of a lot safer then he can be. Her ability to kill stuff ranks among the worst in the entire game so partner with friends who can cover that aspect and bring "I've got a plan!" to relieve the pressure against the worst encounter enemies and bosses.