feat: gestion de la Fiabilité du matériel (test de Fiabilité + réparations)

- module/system/reliability.mjs : VermineReliability
  - Test de Fiabilité : jet Xd10 (Mineurs 1D / Graves 3D / Critiques 5D),
    chaque dé >= Fiabilité inflige 1 Dommage ; réduit Fiabilité et dommages
    cumulés (panne/état/effet) ; destruction à 0
  - Traits appliqués : Coque (absorbe n puis se perd), Cassant (+1 perte),
    Étanche (Dommages d'immersion ignorés si Fiabilité au max)
  - Réparations : classique (Précision + Artisanat/Mécanique/Technologie/
    Armurerie vs Fiabilité d'origine + Handicap de panne, +1 Fiabilité/Réussite)
    et de fortune (Précision + Bricolage, panne réparée sans gain de Fiabilité)
- ReliabilityDialog (test/réparation) + cartes de chat dédiées
- Boutons Test de Fiabilité / Réparer sur les fiches d'items (weapon/defense/item)
- i18n fr/en + styles des cartes et boutons
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"rarity_sm": "Rar.",
"reliability": "Reliability",
"reliability_sm": "Fiab.",
"reliability_test": "Reliability test",
"reliability_repair": "Repair",
"reliability_severity": "Damage severity",
"reliability_severity_mineurs": "Minor (1D)",
"reliability_severity_graves": "Grave (3D)",
"reliability_severity_critiques": "Critical (5D)",
"reliability_immersion": "Prolonged immersion",
"reliability_damages": "Damage taken",
"reliability_state": "State",
"reliability_destroyed": "OBJECT DESTROYED / UNUSABLE",
"reliability_repair_mode": "Repair type",
"reliability_repair_classic": "Classic",
"reliability_repair_fortune": "Field repair",
"reliability_skill": "Skill",
"reliability_run": "Roll",
"reliability_successes": "Successes",
"reliability_result": "Result",
"reliability_gained": "Reliability restored: +{gained}",
"reliability_fixed": "Breakdown fixed (object functional)",
"reliability_failed": "Failure — no reliability point restored",
"reliability_need_actor": "Repair impossible: the object must belong to an actor",
"reliability_already_destroyed": "Object already destroyed or unusable",
"reliability_coque_absorbed": "Hull absorbs {absorbed} damage(s), {remaining} left",
"reliability_coque_lost": "Hull: trait exhausted and lost",
"reliability_cassant": "Fragile: reliability losses increased by 1 point",
"reliability_etanche": "Watertight: immersion damage ignored",
"wounds": {
"name": "Wounds",
"threshold": "Threshold",