Presence (v20 House Rules)

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Entrancement (•••)
Entrancements difficulty is based off the targets Permanent Willpower rather than the targets current Willpower Points as stated in the book.
However if the targets current Willpower Points are below half their Permanent Willpower score (rounded down) the difficulty is lowered by -2, due to fatigue.

Summon (••••)
Summoning requires some familiarity with the subject. In order for it to even be possible to Summon another, the user must have met the target and spent time with them(say, two or three nights speaking at Elysium.)

The user spends a blood point and rolls Charisma + Subterfuge.
The base difficulty is the targets Permanent Willpower; this increases by +2 if the user has only a passing familiarity with the subject. If the targets current Willpower Points are below half their Permanent Willpower score (rounded down) the difficulty is lowered by -2, due to fatigue.
The number of successes indicates the subject's speed and attitude in responding.

Successes Result
Botch Subject cannot be Summoned by that vampire for the rest of the story.
Failure Subject cannot be Summoned by that vampire for the rest of the night.
1 Subject approaches slowly and hesitantly.
2 Subject approaches reluctantly and is easily thwarted by obstacles.
3 Subject approaches with reasonable speed.
4 Subject comes with haste, overcoming any obstacles in his way.
5 Subject rushes to the vampire, doing anything to get to her.

Majesty (•••••)
The user spends a Willpower Point and rolls Charisma + Intimidation to activate this power, at difficulty 6.
Majesty last for One scene.

At this stage, the vampire can augment her supernatural mien a thousandfold. The attractive become paralyzingly beautiful; the homely become hideously twisted. Majesty inspires universal respect, devotion, fear -- or all those emotions at once -- in those around the vampire. The weak scramble to obey her every whim, and even the most dauntless find it almost impossible to deny her. People affected find the vampire so formidable that they dare not risk her displeasure. Raising their voices to her is difficult; raising a hand against her is unthinkable. Those few who shake off the vampire's potent mystique enough to oppose her are shouted down by the many under her thrall, before the immortal need even respond. Under Majesty's influence, hearts break, power trembles, and the bold shake. Wise Kindred use this power with caution against mortal and immortal alike. While Majesty can cow influential politicians and venerable Primogen, the vampire must be careful that doing so doesn't come back to haunt her. After all, a dignitary brought low before others loses his usefulness quickly, while a humiliated Kindred has centuries to plan revenge.

To oppose the power, a subject must roll their Permanent Willpower, at difficulty 6(if the oppesers current Willpower Points are below half their Permanent Willpower score (rounded down) the difficulty is increased to 8, due to fatigue.
If the opposer rolls equal or grater success they are no longer effected by the users Majesty for the scene.

If the opposer fails the roll aborts his intended action and even goes to absurd lengths to humble himself before the vampire, no matter who else is watching. The effects of Majesty last for one scene.