Plants often get neglected in role-playing games - all the wonder is reserved for animal 'monsters' and whatever variants of saphonts your ruleset allows. If you cannot be it or fight it, it appears, why bother with it at all? This seems a shame, particularly in a game focussed on the concept of mutation of organisms, so it's good to see the balance redressed.
Here there is a brief note on botany, which may be a bit confusing to non-botanists for whom the sporophyte is the 'plant' and the gametophyte merely its 'seeds' but which is worth persevering with if you want to understand what is going on biologically and create convincing mutations rooted in botanical fact - even if they are far more fantastical than anything you'll find in a stroll in the country.
This is followed by a collection of plant life described in detail which have interesting modifications and abilities whilst still clearly remaining plants - none of the animated vegetable monsters some game systems enjoy here, although most of these are quite dangerous to the unwary!
Then there is a list of new mutations appropriate to plant life, to equip you with the tools necessary to start designing your own mutant plants. The one thing that has been left out is edibility - although to be fair nearly all the original plants on which the mutations are based are not edible ones anyway.
A nice look at a neglected area of Mutant Futures, indeed of games in general.