Madame Butterfly, isn't it?
[edit: well, don't I look like a muppet? I swear I was just typing the same time as Kit... honest!!!]
Festy:-
Fortunately, Max's got some pretty simple powers to explain. Not to mention that they're set often referred to as the 'first-contact disciplines'...
Celerity:-
Spend a blood point on your turn (at worse than ninth generation, this will be the only blood you can spend that turn), then
the round following you gain additional (physical only) actions equal to your Celerity rating. These additional actions can't be split further into multiple actions, but do use the full dice pool for each. They occur at the end of the turn, after everybody else has had an action (everyone with multiple actions take these in turn, as per their initiative, until everybody's out).
Potence:-
Gain an extra success on any roll involving strength (including damage in close combat) for each point of potence you have.
Note that this makes it impossible for anybody with potence to botch strength-based rolls...
Presence:-
Awe - has been described on p.16 of this thread, about 2/3 of the way down.
Dread Gaze - "While all Kindred can frighten others by physically revealing their true vampiric natures - baring claws and fangs, glaring with malevolence, hissing loudly with malice - this power focuses these elements to insanely terrifying levels. Dread Gaze engenders unbelievable terror in its victims, stupefying them into madness, immobility or reckless flight. Even the most stalwart individual will fall back from the vampire's horrific visage."
What all that translates to is rolling Cha/intimidation against a difficulty of the victim's Wit/courage. Three successes sends them running (or clawing at the walls if there's nowhere to run), additionally each success subtracts one from all of the victim's dice pools for the next turn. It can only be attempted once per round, but can be used in an extended action (akin to a staredown) to totally subjugate a target (if they run out of dice in all their pools, they curl up and cry...) by accumulating successes over a number of turns, with any failure breaking the effect. Botching Dread Gaze renders your would-be victim immune to your presence for the remainder of the story.