No, the best you can do is overwrite it and set the seed. Then you can predict based on how many times the function is called what the random number will produced. You can do this using math.randomseed() or better Random.new(seed) which is localized into one variable and not global effecting all scripts.
Would be interesting to know if an Roblox engineer comes along and gives the info.
I also found these GDC talks to be pretty interesting if you want techniques to control this RNG:
Fun fact random prediction was used to hack into TF2 and generate free random crits: