A three dot hospital is a large medical center yes.<br/><br/>If your character simply wants a small medical clinic, that still would cost two dots, since it can be useful for werewolves to recover aggravated damage and still draws large numbers of spirits of death, sickness, recovery, and hope.<br/><br/>If your clinic is a barren, then it will only be one dot, but people who spend too much time there will get depressed, and medical miracles will never EVER happen there.  (basically, you can't get exceptional successes on medicine rolls in your clinic)  You could also make your clinic on a verge, which means that the clinic is in almost constant chaos, and for some reason, it ALWAYS seems to be lupus.  (might want to send the werewolves to have a talking to the lupus spirit)  The effect of being on a verge is that failures on medicine rolls become dramatic failures in your clinic, and spirit encounters are extremely probable.<br/><br/>If you get a clinic with a flaw, that still leaves you with one dot.  Housing (poor) is two dots, but you can buy off the cost by making the cause of the poverty spiritual, either because the spirits have abandoned the housing district, or actively turned against it.  The Dry modifier represents an area where the spiritual landscape no longer reflects the physical landscape.  A poor housing district on a barrens is a boring place where property values have gone down due to ennui, while a dry poor housing district is one overwhelmed by crime and death, or simply one where people who move in seem to lose everything shortly thereafter.<br/><br/>Naturally, you can add a notorious criminal district or a criminal district with a spiritual flaw for free.  (I'll be using the restriction that players may only add one free territory feature.)<br/><br/>Here's an example territory feature (you don't need to go into as much detail):<br/><br/><strong>The Black Tower</strong><br/><br/>●●<br/><br/>Skyscraper +●,  Poor +●, Locus (Death) +●●, Sanguine  -●, Verge -●<br/><br/><strong>Description: </strong>In the center of town lies a large, 14 story building in an ugly gothic art deco style.  Constructed in 1934, after gold had been discovered not far from town by a mad industrialist named James Magnus, the tower is notable for its gargoyles, and ugly black paint scheme, which has only recently started to peel off since the last time it was repainted in the 80s.  The gold ran out in 1938, and Magnus hanged himself from a gargoyle on the 13th floor.  Ever since then, the tower has been considered an unlucky place.<br/><br/>The locals hate it, but in 1953, it was added to the national register of historical places, and the town had to find something to do with it.  Therefore, by the 70s, it had become an apartment complex for the extremely poor, holding them in tight confines.  In the early 1990s, a large corporation purchased four floors of the black tower, and converted than into a nursing home.  The modern resident of the black tower is typically a senior citizen living on the dole, or one of the most desperate among the poor, often former drug addicts, people with severe mental illnesses, and felons barely able to get a job, yet unwilling to turn to crime to get out of the tower... yet.<br/><br/>More and more legends surround the tower every year, and more and more suicides jump off the roof, or follow Magnus' example.  One of the most common stories told about the tower is that one should never take the stairs in the tower between midnight and dawn.  This story is true.  At least three vampires call the tower home, expatriates from Seattle who have exiled themselves to the black tower.  They prey on the poor in the tower, utilizing the fear that people have of the place and of the residents of the tower to hide their activities.<br/><br/>Even the vampires, however, barely understand that if one walks between the 12th and 14th floors of the tower after midnight, one crosses over into the spirit world, into the 13th floor of the tower, where James Magnus hangs,exactly as he was the moment he died.  Every four hours, a point of essence dribbles from the noose around Magnus' neck, and gathers in a pool below his feet.  This continues until 20 essence pools in the 13th floor, at which point the essence simply bleeds out causing miscellaneous supernatural effects such as bleeding walls and spectral screaming on the 12 and 14th floors of the Black Tower.  This essence is, naturally, quite useful to a werewolf pack.