Teams may choose one of the following chassis to use; Reynard, Lola, Swift, Panoz, Dallara, Eagle, and one of the following engines; Honda, Toyota, Ford Cosworth, Ilmor, Buick, Judd. Each of these components has a skill value (1-6, 1 being lowest and 6 highest). What gets what will be decided by the use of random.org. Obviously, I won't reveal the results of that. Teams are free to change any components at any time. However, each component also has a reliability factor. The lower the number, the less reliable. Again, out of 6. So here's an example.
Reynard-Honda: Chassis (Cornering) - 6, Engine (Acceleration) - 6, Reliability - 3
(Reliability number of Chassis - 2, Engine - 1)
This means that this combination is the fastest outright, but is as fragile as a piece of paper.
Each team has a total of 10 extra points they can use over the course of the season. Choose wisely. In addition to this, all drivers need to fill in the following skill form;
Cornering
Acceleration
Reliability
You have a total of 10 points to use. This can be modified during the season, but you'll have to take a point from one skill and reassign it to another skill.
Extra points for both teams and drivers can be earned via roleplaying. A maximum of 2 bonus points will be awarded per race-weekend, and will be awarded to a random characteristic, unless I see somewhere that suggests you want something in particular improved. How many points you get, and where they go in, will not be revealed.
And what about tracks, I hear you ask? TOTALLY FICTIONAL. More of how this is possible available below. I'll be counting on YOU, yes YOU, to provide me with tracks. Simply post a map (though not mandatory), number of turns and length. It can be hillclimb, oval or a normal road course or street circuit. Oh, and provide location and race name please.

All this made possible by a neat little tool made by my friend, commerceheights, and his program xkoranate.